https://twitter.com/TalathionEQ2
https://twitter.com/TalathionEQ2
Unlike Guardians, there “Is” not way a warrior can sustain in melee combat without the food, it doesn’t matter if we are in soldiers, knights or berserker’s gear, we don’t have the boons or the heals or the tools to survive in melee, we rely on other classes to help us, and the food.
I will make a quick guardian build that can sustain itself without food easilly, because guardian was made from the ground up “correctly” to be able to sustain itself.
Warrior doesn’t have the heals, the boons, or the protection to sustain in melee without help.
This isn’t true. A cleric’s shout heal build can sustain melee combat under fairly brutal conditions (obviously there are limits such as high-level fractals). Still, other builds are going to depend on aid to sustain melee in many circumstances.
Uhh.. and do way less damage and heal way less then a guardian can…. and still only have half the sustain, Warriors just don’t have any sustain, thats burst healing.
https://twitter.com/TalathionEQ2
I never said I was throwing out my necro are you high? LOL. No, just can’t run the vamp build anymore. Which for my playstyle anyway, was one of the most fun builds necro has but sadly for it to be viable (since they won’t let the siphons scale with healing power) you had to use the pies and now it takes a huge chunk out of the healing to the point there’s no reason to run this build anymore. Time to dust off the scepter and roll condimancer I guess.
I was referring to throwing out the build, however I can see that i worded it badly. After the cost of the daggers though even throwing out the build is foolish for me and I will instead suffer the loss for the time being using instead mango pies. Mind you I’ll most likely save the coin for a good looking scepter to go with one of my daggers so if they decide to nerf us further I will at least have an alternative.
Fair enough, Im not gonna throw out my daggers either though because they still work great as a LF builder. Just sad they killed (at least the dagger version) vamp build. At least the minion one works fairly well now with the new update, and no lifesteal foods needed because it won’t affect the minions anyway.
The vamp build was still born and pie only acted as attempted life support.
Honestly this game is so tilted towards player “skill” regarding defense that it has become a mess for anyone that can’t hit the dodge button the split second a red circle appears.
Unlike Guardians, there “Is” not way a warrior can sustain in melee combat without the food, it doesn’t matter if we are in soldiers, knights or berserker’s gear, we don’t have the boons or the heals or the tools to survive in melee, we rely on other classes to help us, and the food.
I will make a quick guardian build that can sustain itself without food easilly, because guardian was made from the ground up “correctly” to be able to sustain itself.
Warrior doesn’t have the heals, the boons, or the protection to sustain in melee without help.
When you reach a certain point in toughness, it stops mattering as much, and thats around 50%.
https://twitter.com/TalathionEQ2
graphics and population are better. thieves can afford a stealth nerf. they already have the highest dps and the best mobility.
Highest Damage? Do you play a Warrior?
Highest Mobility? Ever play an Elementalist?
https://twitter.com/TalathionEQ2
Updated to have all the runes I wanted!
https://twitter.com/TalathionEQ2
I like the idea of more active effects instead of one-hit-wonders.
https://twitter.com/TalathionEQ2
The Condition Duration for the weapons does not work.
One-Handed Giver’s weapons have 10% and so do two-handed.
Make the stats work, and give Two-handers 20% Condition Duration.
https://twitter.com/TalathionEQ2
Hey, if someone reflects “Sneak Attack” back at me and I dodge, wouldn’t that give them 12 seconds of weakness and cripple?
https://twitter.com/TalathionEQ2
Noooo, absolutly not
You change some of the existing Runes completly, Rune of the Elementalist was already great, why deleting it? Furthermore some of your Runes are soo OP… Ele and Guardian with Rune of Elementalists is totally OP, of Centaur can grant your Team Swiftness non-stop, of Strength, in a good Team 25 Stacks all the time is makeable, of Vampirism, ca. 1000 dmg and gaining 1000 health is a strong effect, of Ranger already works with minions, noo, pls not^^.
Here some really problematic Upgrades: The might granted by Rune of the fighter is less effective than increased might duration with any other way to gain might. of Mad King and of Flock have a bonus which wont work underwater, while of Krait wont work above. of Soldier and of Guardian are pretty nice, but not any profession with screams and blocks always uses them, so this effects are only effective with a low number of builds. All upgrades increasing bleeding and burning are completly useless, if the bleed is not increased at leased by 1s or you cant burn often enough to add the increased duration to one second… Most professions that grant boons dont grant only one boon, so +15% boon duration is likely to be more effective than +20% might duration or so. Rune of Infiltration grants 10% damage against foes with less than 50% health and stealth for yourself, but other runes (especially of the eagle) are far better for dealing damage and the stealth is not good enough as selfprotection to compansate this.
Futhermore i hate the situation of breathing appatus needing an additional rune underwater…
Some of those things you listed arn’t as powerful as they were before, like the vampirism heals. A lot of the runes with boon effects are modified to not be perma. (I didn’t list durations, but I was busy making the list.)
I made the runes to go with different classes own traits and such so people can make more unique builds, that is why a lot of the runes are so powerful.
Rune of the Fighter also has damage reduction on it though, you can’t have that plus the other things, it would be too powerful.
I balanced a lot of those runes around a point system.
I also wanted to change a lot of the other runes, but too tired to do so atm… spent over an hour writing this.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Superior Rune of the Air
(1) +2% critical damage
(2) +20% swiftness duration
(3) +3% critical damage
(4) 30% chance to gain 5s of swiftness on critical. (cooldown: 5s)
(5) +5% critical damage
(6) 25% chance to gain Lightning Strike when hit. (cooldown: 10s)
Superior Rune of the Golemancer
(1) 2% Critical Damage.
(2) +50 Precision.
(3) 3% Critical Damage.
(4) +90 Precision.
(5) 5% Critical Damage.
(6) 25% chance to summon a golem when hit. (cooldown: 60s)
Superior Rune of Rage
(1) +2% Critical damage.
(2) +20% Fury Duration.
(3) +3% Critical damage.
(4) 25% chance to gain fury for 10s when hit. (cooldown: 30s)
(5) +5% Critical damage.
(6) +5% Critical Damage while under the effects of Fury.
Superior Rune of Dwayna
(1) +25 Healing Power.
(2) +20% Regeneration Duration.
(3) +50 Healing Power.
(4) 25% chance to gain regeneration for 10s when hit. (Cooldown: 30s)
(5) +90 Healing Power.
(6) When you use a heal skill you and all nearby allies gain regeneration for 10 seconds. (Cooldown: 15s)
Superior Rune of the Flock
(1) +25 Healing Power
(2) 25% chance to summon a bird on your attack when hit. (Cooldown: 10s)
(3) +50 Healing Power
(4) Attack bird causes blindness for 5s.
(5) +90 Healing Power
(6) When you use a healing skill you and nearby allies are healed a large amount. (Cooldown: 15s)
Superior Rune of the Grove
(1) +25 Healing Power.
(2) +10% Boon Duration.
(3) +50 Healing Power.
(4) 25% chance to gain protection for 4s when hit. (Cooldown: 15s)
(5) +90 Healing Power.
(6) 25% chance to create a “healing seed pod.” when hit. (Cooldown: 20s.)
Superior Rune of Altruism
(1) +3% Boon Duration.
(2) Give 3 stacks of might to nearby allies when using a healing skill. (Cooldown: 15s)
(3) +7% Boon Duration.
(4) Give Regeneration to nearby allies when using a healing skill. (Cooldown: 15s)
(5) +10% Boon Duration.
(6) Give Fury to nearby allies when using a healing skill. (Cooldown: 15s)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Superior Rune of the Adventurer
(1) +25 Vitality.
(2) +20% Vigor Duration.
(3) +50 Vitality.
(4) You recover 10 endurance when a dodge completes.
(5) +90 Vitality.
(6) When you use a healing skill you gain 50% endurance. (Cooldown: 15s)
Superior Rune of the Afflicted
(1) +25 Condition Damage.
(2) +20% Bleed Duration.
(3) +50 Condition Damage.
(4) +20% Poison Duration.
(5) +90 Condition Damage.
(6) 25% chance to create a Death Nova when hit. (Cooldown: 15s)
Superior Rune of Grenth
(1) +25 Precision.
(2) +20% Chill Duration.
(3) +50 Condition Damage.
(4) 25% chance to cause chill for 3s when hit. (cooldown: 15s)
(5) +50 Precision and Condition Damage.
(6) When you use a healing skill nearby foes are chilled for 5 seconds. (cooldown: 15s)
Superior Rune of the Krait
(1) +25 Condition Damage
(2) +20% Poison Duration.
(3) +50 Toughness.
(4) 25% chance to cause poison for 5s when hit. (cooldown: 5s)
(5) +50 Condition Damage and Toughness
(6) Reduces damage taken by 5%, and Reduces damage taken by another 5% Underwater.
Superior Rune of the Necromancer
(1) +25 Toughness.
(2) Minions have 25% more health.
(3) +50 Condition Damage.
(4) Reduces all damage taken by 5%.
(5) +50 Toughness and Condition Damage.
(6) Whenever you apply a condition to a foe, you steal life.
Superior Rune of the Nightmare
(1) +25 Condition Damage.
(2) +20% Fear Duration.
(3) +50 Precision.
(4) 30% chance to transfer a condition to your foe on hit (Cooldown: 10s.)
(5) +50 Condition Damage and Precision.
(6) 25% chance to cause fear when hit. (cooldown: 25s)
Superior Rune of Orrian
(1) +25 Condition Damage.
(2) +20% Bleeding Duration.
(3) +50 Toughness.
(4) 25% chance to cause bleeding for 5s when hit. (cooldown: 2s)
(5) +50 Condition Damage and Toughness.
(6) You gain haste for 5s when you’re hit below 50% health. (cooldown: 60s)
Superior Rune of the Undead
(1) +25 Toughness.
(2) You heal for a small amount when a condition is applied to you.
(3) +50 Condition Damage.
(4) 5% of toughness becomes condition damage.
(5) +50 Toughness and Condition Damage.
(6) Convert a condition into a boon every 10 seconds.
Superior Rune of Infiltration
(1) +4% damage vs. foes below 50% health / -25 toughness
(2) +1 Stealth Duration and increase all damage taken by 5%.
(3) +6% damage vs. foes below 50% health. / -50 toughness
(4) +5% Critical Chance.
(5) +10% damage vs. foes below 50% health. / -90 toughness
(6) Remove “revealed” and cloak when you’re hit below 50% health. (cooldown: 60s)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Superior Rune of the Ice
(1) +25 Vitality.
(2) +20% Frozen Duration.
(3) +50 Vitality.
(4) 25% Chance to freeze all nearby foes when hit. (cooldown: 30s)
(5) +90 Vitality.
(6) +10% Damage against frozen foes.
Superior Rune of the Lich
(1) +25 Vitality.
(2) +10% Condition Duration
(3) +50 Vitality.
(4) +10% Condition Duration.
(5) +90 Vitality.
(6) 25% chance to summon a minion on hit. (cooldown: 30s)
Superior Rune of Sanctuary
(1) +25 Vitality
(2) +10% Boon Duration.
(3) +50 Vitality
(4) 25% chance to gain retaliation for 15s when hit. (cooldown: 30s)
(5) +90 Vitality.
(6) Create a Shield of Absorption and gain Aegis for 4s when you’re hit below 50% health. (cooldown: 40s) [The Aegis gives you the illusion you have a shield so the animation does not look weird, and blocks the next attack!]
Superior Rune of the Soldier
(1) +25 Vitality.
(2) +25 Toughness.
(3) +50 Vitality.
(4) Reduces all damage taken by 5%.
(5) +50 Toughness and Vitality.
(6) Shouts convert a condition into a boon.
Superior Rune of Speed
(1) +25 Vitality.
(2) +20% Swiftness Duration
(3) +50 Vitality.
(4) 25% chance to gain swiftness for 30s when hit. (cooldown: 60s)
(5) +90 Vitality.
(6) You are no longer slowed in combat.
Superior Rune of the Warrior
(1) +25 Power.
(2) +3% Critical Damage.
(3) +50 Precision.
(4) Reduces all damage taken by 5%.
(5) +90 Toughness.
(6) Burst skills heal you and cure a condition.
Superior Rune of the Wurm.
(1) +25 Vitality.
(2) 3% Critical Damage.
(3) +50 Precision.
(4) 5% Critical Damage.
(5) +50 Vitality and Precision.
(6) 5% of all Precision is converted into Vitality.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Superior Rune of the Rata Sum
(1) +25 Precision.
(2) +10% Condition Duration.
(3) +50 Precision.
(4) +5% Critical Damage.
(5) +90 Precision.
(6) 25% Chance to summon a Radiation Field when hit. (cooldown: 60s)
Superior Rune of the Thief
(1) +25 Power.
(2) +3% Critical Damage.
(3) +50 Power.
(4) +5% Critical Damage.
(5) +90 Power.
(6) +10% Damage behind or beside your foe.
Superior Rune of the Dolyak
(1) +25 Toughness
(2) -10% Condition Duration.
(3) +50 Toughness.
(4) Cure a condition every 10 seconds.
(5) +90 Toughness.
(6) You regenerate health. (150 per second.)
Superior Rune of the Earth
(1) +25 Toughness
(2) +20% Protection Duration
(3) +50 Toughness.
(4) 25% chance to gain protection for 5s when hit. (cooldown: 15s)
(5) +90 Toughness.
(6) 25% chance to gain Magnetic Aura for 5s when hit. (cooldown: 30s)
Superior Rune of the Engineer
(1) +25 Toughness.
(2) +10% Condition Duration.
(3) +50 Toughness.
(4) Reduces all damage taken by 5%.
(5) +90 Toughness
(6) +5% damage while holding a bundle.
Superior Rune of the Forge
(1) +25 Condition Damage.
(2) +20% Burning Duration.
(3) +50 Toughness.
(4) +20% Protection Duration.
(5) +50 Toughness and Condition Damage.
(6) At 50% health you gain protection for 10s and burn all nearby foes. (cooldown: 20s)
Superior Rune of the Guardian
(1) +25 Condition Damage.
(2) +20% Burn Duration.
(3) +50 Toughness.
(4) Reduces all damage taken by 5%.
(5) +50 Toughness and Condition Damage.
(6) 25% chance to cause burning for 1s and heal for a small amount on critical. (cooldown: 1s)
Superior Rune of Melandru
(1) +25 Toughness.
(2) -10% Condition Duration and -10% Stun Duration
(3) +50 Toughness.
(4) Gain protection for 3 seconds whenever you are disabled. (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect can trigger once every 10 seconds.
(5) +90 Toughness.
(6) -15% Condition Duration and -15% Stun Duration
Superior Rune of Mercy
(1) You revive 3% faster.
(2) You take less damage while reviving and you resurrect allies with 20% more health.
(3) You revive 7% faster.
(4) Reduces all damage taken by 5%.
(5) You revive 15% faster.
(6) When you revive an ally, you both gain aegis, protection, and regeneration for 10 seconds. (Cooldown: 10s.)
Superior Rune of Svanir
(1) +25 Toughness.
(2) +20% Chill Duration.
(3) +50 Toughness.
(4) 30% chance to cause a 2 seconds chill on a hit. (Cooldown: 10s.)
(5) +90 Toughness.
(6) You become a block of ice for 5 seconds (Invulnerability) when you fall below 25% health. (Cooldown: 90s. Can use instant skills.)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Warning, this is a long list…
I will list all runes, and put in my ideas to improve the ones people do not use, or use the least.
Superior Rune of the Baelfire
(1) +25 Condition Damage.
(2) +20% Burning Duration.
(3) +50 Condition Damage.
(4) 25% Chance to gain 5 seconds of Vigor when hit. (Cooldown: 10s)
(5) +90 Condition Damage.
(6) 25% Chance to cause a “Fire Nova” and a “Combo Field: Fire” for 5 seconds when you attack. (Cooldown: 30s.)
Superior Rune of Balthazar
(1) +25 Condition Damage.
(2) +20% Burning Duration.
(3) +50 Power.
(4) You gain haste for 4s when you’re hit below 35% health. (cooldown: 60s)
(5) +90 Power.
(6) When you use a healing skill nearby foes are burned for 10 seconds. (cooldown: 10s)
Superior Rune of the Centaur
(1) +25 Condition Damage.
(2) +15% Bleeding Duration.
(3) +50 Power.
(4) +25% Swiftness Duration.
(5) +90 Power.
(6) When you use a healing skill you and all nearby allies gain swiftness for 15 seconds. (cooldown: 15s)
Superior Rune of the Citadel
(1) +25 Precision.
(2) +20% Fury Duration.
(3) +50 Precision.
(4) 25% chance to gain fury for 15s when hit. (cooldown: 30s)
(5) +90 Precision
(6) 25% chance to summon a random weapon kit on hit. (cooldown: 10s)
Superior Rune of the Elementalist
(1) +25 Vitality.
(2) +10% Boon Duration.
(3) +50 Vitality.
(4) +10% Boon Duration.
(5) +90 Vitality.
(6) Heal yourself for a small amount whenever you gain a boon.
Superior Rune of the Fighter
(1) +25 Power.
(2) +20% Might Duration
(3) +50 Power.
(4) Reduces all damage taken by 5%.
(5) +90 Power.
(6) When you use a healing skill you gain ‘3’ stacks of might for 20 seconds. (cooldown 15s)
Superior Rune of the Fire
(1) +25 Power.
(2) +20% Might Duration.
(3) +50 Power.
(4) 25% chance to gain might for 20 seconds when hit. (Cooldown: 5s)
(5) +90 Power.
(6) 25% chance to gain a fire aura for 5 seconds when hit. (Cooldown: 40s)
Superior Rune of Flame Legion
(1) +25 Condition Damage.
(2) +20% Burning Duration.
(3) +50 Condition Damage.
(4) 25% chance to cause burning for 1 second when hit. (Cooldown: 5s)
(5) +90 Condition Damage.
(6) +10% damage against burning foes.
Superior Rune of Hoelbrak
(1) +25 Healing Power.
(2) +20% Regeneration Duration.
(3) +50 Healing Power.
(4) 25% chance to gain Regeneration for 5s when hit. (cooldown: 10s)
(5) +90 Healing Power.
(6) -25% Condition Duration.
Rune of the Mesmer
(1) +25 Condition Damage.
(2) +15% Confusion Duration.
(3) +50 Condition Damage.
(4) 25% chance to cause confusion for 3 second when hit. (Cooldown: 10s)
(5) +90 Condition Damage.
(6) +33% Daze Duration.
Superior Rune of the Ogre
(1) +25 Precision.
(2) +3% Critical Damage.
(3) +50 Power.
(4) 25% chance to summon a Rock Dog when hit (Cooldown: 60s)
(5) +90 Precision.
(6) Reduces all damage taken by 5%.
Superior Rune of the Pack
(1) +25 Precision.
(2) +10% Boon Duration.
(3) +50 Power.
(4) +10% Boon Duration.
(5) +90 Toughness.
(6) 25% chance to grant nearby allies might, fury, and swiftness when you are struck. (Cooldown: 10s)
Superior Rune of the Scholar
(1) +25 Precision.
(2) +3% Critical Damage.
(3) +50 Power.
(4) +5% Critical Damage.
(5) +90 Precision.
(6) +10% damage while health is above 75%.
Superior Rune of Strength
(1) +25 Power.
(2) +20% Might Duration
(3) +50 Power.
(4) 25% chance to gain might for 20s when hit. (Cooldown: 5s)
(5) +90 Power.
(6) +1% Damage per stack of might.
Superior Rune of Vampirism
(1) +25 Power.
(2) 25% to cause your next attack to steal life when hit. (cooldown: 15s)
(3) +50 Precision.
(4) 30% chance to life steal on critical. (cooldown: 1s)
(5) +90 Toughness.
(6) You become mist when below 25% health. (cooldown: 60s)
Rune of the Mad King
(1) +25 Condition Damage.
(2) +10% Condition Duration.
(3) +50 Precision.
(4) +10% Condition Duration.
(5) +90 Condition Damage.
(6) Summon ravens to attack nearby enemies when you activate an elite skill. (Cooldown: 45 Seconds)
Superior Rune of the Eagle
(1) +25 Precision.
(2) +3% Critical Damage.
(3) +50 Precision.
(4) +5% Critical Damage.
(5) +90 Precision.
(6) +10% vs targets with less than 50% health.
Superior Rune of Lyssa
(1) +25 Precision.
(2) +10% Boon Duration.
(3) +50 Precision.
(4) When you use a healing skill you gain a random boon for 15 seconds. (Cooldown: 15s)
(5) +90 Precision.
(6) When you use an elite skill lose all conditions and gain all boons for 5 seconds. (Cooldown 45s)
Superior Rune of the Ranger
(1) +25 Precision.
(2) +3% Critical Damage.
(3) +50 Precision.
(4) +5% Critical Damage.
(5) +90 Precision.
(6) +5% damage while you have a companion or minion.
https://twitter.com/TalathionEQ2
For another idea: Adrenal Health
Heals every second and make it effected by healing power, based on Adrenaline Level.
Adren. Multiplier @Level 80
1 bar 1.5625 53 + (0.125 * Healing Power) per second
2 bars 3 84 + (0.125 * Healing Power) per second
3 bars 4.5 125 + (0.125 * Healing Power) per second
https://twitter.com/TalathionEQ2
Getting healed ON HIT does make much more sense than when YOU HIT for a defensive trait
and it would be better placed on vitality trait line rather than toughness :S
The Vitality line HAS plenty of stuff already, The Toughness tree has HP/Toughness and NOTHING that benefits it.
Vitality Tree = Support
Defense Tree = Sustain (except it doesn’t do anything to add sustain.)No it has not… +10% faster rez? Rez grant might? Something that heals yourself has to be on vitality because it is the trait line that dedicate to health pool and healings.
http://wiki.guildwars2.com/wiki/Vigorous_Shouts
http://wiki.guildwars2.com/wiki/Inspiring_Battle_StandardI really don’t need to say anything else.
Exactly, thanks for supporting my argument. As you can see, Vitality trait line deals with this kind of traits (heals) while Toughness deals with damage mitigation traits.
The heals are for the group moreso then yourself, Toughness Tree has http://wiki.guildwars2.com/wiki/Adrenal_Health, Which only heals yourself.
https://twitter.com/TalathionEQ2
Mhmm.
I used to play without those foods because I was cheap and didn’t want to spend money on them.
Then my friend told me of Omnoms and they kept urging me to use it because it’ll make me stronger.
I was already “strong”, but those food buffs made me somewhat overpowered :P, especially in dense areas where I can spam AOEs and heal like there’s no tomorrow.
Food isn’t “necessary” for a build. At least it shouldn’t be. It’s more of a luxury…
But seriously, who used these food buffs without thinking that they’re going to be nerfed one day? My friend used it for months and he’s been saying for months that he feels like a nerf is coming to his omnoms LOL.
From your posts I guess you play a thief, I play one as well and used S/P with the food, not a back-stab one. S/P’s Pistol Whip was nerfed significantly in survivability and damage due to the changes, and now i’m back to backstabbing like everyone else. Cookie Cutter indeed.
The Omnom changes didn’t effect Backstab thieves at all because they don’t hit much anyways. They hit slow and hard.
Everyone else? My thief with S/D, Shortbow and DB builds disagrees.
S/P and S/D are completely different playstyles, S/D hits as slow as the back stab build…
And at what point in my statement did I say they weren’t different playstyles? Besides, S/D >>>>>>>>>>>>>>>>>> D/D non-condi in any situation with a decent-sized pack.
What I’m trying to say is that just because you only seemed to find S/P and backstab suitable doesn’t mean that’s the truth.
Congradulations! You enjoy playing with one of the most unpredictable and broken tracking skills in the game, grats if you make that gimmicky thing work and I feel for you if your awesome S/D-ness! :>
I assume you’re talking about Flanking Strike, which I rarely use, and it works fine and as described when I do use it. Nevermind the cleave, chain-daze, shadowstep/cleanse mobility, synergy with stealth traits eg. blind from C+D -> daze and all that. Nope, let’s just concentrate on one rarely-useful skill and feel bitter about it all day long.
That is what I do best!
https://twitter.com/TalathionEQ2
Getting healed ON HIT does make much more sense than when YOU HIT for a defensive trait
and it would be better placed on vitality trait line rather than toughness :S
The Vitality line HAS plenty of stuff already, The Toughness tree has HP/Toughness and NOTHING that benefits it.
Vitality Tree = Support
Defense Tree = Sustain (except it doesn’t do anything to add sustain.)No it has not… +10% faster rez? Rez grant might? Something that heals yourself has to be on vitality because it is the trait line that dedicate to health pool and healings.
http://wiki.guildwars2.com/wiki/Vigorous_Shouts
http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
I really don’t need to say anything else.
https://twitter.com/TalathionEQ2
Mhmm.
I used to play without those foods because I was cheap and didn’t want to spend money on them.
Then my friend told me of Omnoms and they kept urging me to use it because it’ll make me stronger.
I was already “strong”, but those food buffs made me somewhat overpowered :P, especially in dense areas where I can spam AOEs and heal like there’s no tomorrow.
Food isn’t “necessary” for a build. At least it shouldn’t be. It’s more of a luxury…
But seriously, who used these food buffs without thinking that they’re going to be nerfed one day? My friend used it for months and he’s been saying for months that he feels like a nerf is coming to his omnoms LOL.
From your posts I guess you play a thief, I play one as well and used S/P with the food, not a back-stab one. S/P’s Pistol Whip was nerfed significantly in survivability and damage due to the changes, and now i’m back to backstabbing like everyone else. Cookie Cutter indeed.
The Omnom changes didn’t effect Backstab thieves at all because they don’t hit much anyways. They hit slow and hard.
Everyone else? My thief with S/D, Shortbow and DB builds disagrees.
S/P and S/D are completely different playstyles, S/D hits as slow as the back stab build…
And at what point in my statement did I say they weren’t different playstyles? Besides, S/D >>>>>>>>>>>>>>>>>> D/D non-condi in any situation with a decent-sized pack.
What I’m trying to say is that just because you only seemed to find S/P and backstab suitable doesn’t mean that’s the truth.
Congradulations! You enjoy playing with one of the most unpredictable and broken tracking skills in the game, grats if you make that gimmicky thing work and I feel for you if your awesome S/D-ness! :>
https://twitter.com/TalathionEQ2
Mhmm.
I used to play without those foods because I was cheap and didn’t want to spend money on them.
Then my friend told me of Omnoms and they kept urging me to use it because it’ll make me stronger.
I was already “strong”, but those food buffs made me somewhat overpowered :P, especially in dense areas where I can spam AOEs and heal like there’s no tomorrow.
Food isn’t “necessary” for a build. At least it shouldn’t be. It’s more of a luxury…
But seriously, who used these food buffs without thinking that they’re going to be nerfed one day? My friend used it for months and he’s been saying for months that he feels like a nerf is coming to his omnoms LOL.
From your posts I guess you play a thief, I play one as well and used S/P with the food, not a back-stab one. S/P’s Pistol Whip was nerfed significantly in survivability and damage due to the changes, and now i’m back to backstabbing like everyone else. Cookie Cutter indeed.
The Omnom changes didn’t effect Backstab thieves at all because they don’t hit much anyways. They hit slow and hard.
Everyone else? My thief with S/D, Shortbow and DB builds disagrees.
S/P and S/D are completely different playstyles, S/D hits as slow as the back stab build…
https://twitter.com/TalathionEQ2
Getting healed ON HIT does make much more sense than when YOU HIT for a defensive trait
and it would be better placed on vitality trait line rather than toughness :S
The Vitality line HAS plenty of stuff already, The Toughness tree has HP/Toughness and NOTHING that benefits it.
Vitality Tree = Support (Healing Banners, Shout Healing, Warhorn Buffing… (except it doesn’t have healing power?)
Defense Tree = Sustain (except it doesn’t do anything to add sustain, it has healing power, but none of the traits in the entire tree use it… ?)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
They already solved the issue with confusion in PVP by reducing damage there. IF you are having a problem with it in WvW tough luck, Anet is not going to split skills for WvW and since confusion is already weak in PVE they can’t nerf it anymore ^^
Until they split WvW and PvE skills the game will be broken…
Don’t worry, mobs only attack every 2 seconds anyways, so a 2 second Internal cool-down won’t effect PvE!
https://twitter.com/TalathionEQ2
Mhmm.
I used to play without those foods because I was cheap and didn’t want to spend money on them.
Then my friend told me of Omnoms and they kept urging me to use it because it’ll make me stronger.
I was already “strong”, but those food buffs made me somewhat overpowered :P, especially in dense areas where I can spam AOEs and heal like there’s no tomorrow.
Food isn’t “necessary” for a build. At least it shouldn’t be. It’s more of a luxury…
But seriously, who used these food buffs without thinking that they’re going to be nerfed one day? My friend used it for months and he’s been saying for months that he feels like a nerf is coming to his omnoms LOL.
From your posts I guess you play a thief, I play one as well and used S/P with the food, not a back-stab one. S/P’s Pistol Whip was nerfed significantly in survivability and damage due to the changes, and now i’m back to backstabbing like everyone else. Cookie Cutter indeed.
The Omnom changes didn’t effect Backstab thieves at all because they don’t hit much anyways. They hit slow and hard.
https://twitter.com/TalathionEQ2
Confusion should have a 2 second internal cool-down.
and the damage per confusion hit escalated significantly, so instead of players chipping themselves down, they can kill themselves in a single hit: else confusion becomes obsolete.
No, just add an internal cool-down of 2 seconds, its OP on high-hitting attacks like 100b.
https://twitter.com/TalathionEQ2
Shouts without HPwr have a “burst” ~3600hp. It’s around 1/6 warrior’s hp pool, for a price 30/70 trait points. Also we can invest more: lets say 1500 HPwr. 7200hp – around 1/3rd. Maybe now we have “burst” heal. Without HPwr it’s “twitch” heal.
Am I wrong, or HPwr is a worst stat for a warrior? Also, range 600 isn’t that big. I leave healing (both: burst and regen) to others.
Each shout is the same amount of healing as Guardian’s “Hammer 3.” Lol.
https://twitter.com/TalathionEQ2
I really like the OP’s idea and we definitely need something to help the warrior out. Saying that I wonder if this idea is a little too over-powered, I would imagine that every warrior would just go for a high-crit – high Defense tree build to maxmise this use.
One thing I really would like is if the game matched the warrior’s description. It says that the warrior becomes more dangerous the longer he stays in battle. Now if only we had something that actually made that happen, such has higher health regen when health below 50% or something similar.
The traits that you currently get in the Defense tree seem almost useless to me, the only reason I have 20 points in there is for the toughness boost because I’m in Berserker gear. I don’t know, I haven’t had much time to think of something but hopefully you understand what I’m getting at.
So far though, we haven’t seen any “new” traits for any characters in any patch have we?
The problem is, they can’t be glass cannons if they don’t stack critical damage. “Warriors are fine.” apparently.
Tbh, Defense Tree DESERVES something like this so we have sustain, especially for melee.
https://twitter.com/TalathionEQ2
Confusion should have a 2 second internal cool-down.
https://twitter.com/TalathionEQ2
Imho, if the problem was about people using fast multiple hit skills or aoe to easily replenish their hp, what they could have done was to cap the number of activations on a short time frame. Something like max 3 activations every 2 seconds or something like that.
As it is now, the food is as useless as the sigil.
And squisher classes like the engineer get heavily hit by a drastic change like this. We haven’t got the mobility of the other medium or light classes, but neither the resistance of the heavy classes, and yet many skills require us to go near melee range. Using those foods partially offsetted the damage we took, but we would die anyway if enemies focused on us. As things stand now, we would do better avoid using any melee skill and staying at range, cause they aren’t effective enough anyway for the risks we must take.
That is what I suggested, allow it to be able to proc 3 times every second, this would make it good without COMPLETELY destroying it.
I also think Rune of Vampirism/Sigil of Blood should be revamped as well…
https://twitter.com/TalathionEQ2
Talking about D/D ele’s with a guildie once he suggested that if you gave warrior “heal on burst” for say 2k it would be probably similar to a D/D. Now that’s a complete lie ofc, they heal passively with regen+soothing from attunement, heal on attune, heal on dodge, regular heal and 2 heals on water weapon skills too :P
But, it would be a step in the right direction to making us more survivable as frontline, but not as survivable as that light armored class
We need a mixture of the self-heal and some damage avoidance. Heal on burst would be awesome, but it’s implementation hard… if it’s too strong a heal, we just go slightly tanky and survive till our next burst, if it’s too weak then it ain’t enough because all you have to do is burst us while it’s on CD, as we don’t have any strong passive healing like regen etc. If adrenal health scaled with healing power that would help.
Dunno about you lot but the reason I struggle to fight d/d’s on my war is because of the combination of constant moving out the way and healing. Vigor ofc helps you dodge a lot but as a warrior we can’t rely on dodging too much if we still wish to dodge, due to our damage being direct and not leaving fields around like them :P
We need a combination of more damage avoidance (not mitigation) and healing to really stand in the frontlines. Strong vigor uptime from trait would be good (we have one, but it’s not a lot), both the other real ‘frontline’ classes have vigor on crit (ele/guard) traits as well as healing… and good condition cleansing.
Come to think of it, to make us properly frontline we’d need to change our whole class design
Pigeonholed into shouts with soldier runes atm with greatsword offhand for escaping :P
My Defensive Trait idea would allow us to have what we deserve, sustain by dealing damage, but if you go full glass you get crappy heals compared to people with healing/toughness gear.
But if you go too much defensive, you can’t critical… so it really makes you think on what you have to build!
Burst Heals would be nice… but without 2 perma regens, vigor, protection its just not enough, and i’m sure we arn’t going to get that, we don’t need BURST healing, we need sustain in melee.
https://twitter.com/TalathionEQ2
Improve the Effects of the Toughness+Armor Stat to compensate, this makes toughness more valuable for damage reduction, which it should be.
https://twitter.com/TalathionEQ2
3 seconds of being immune to non-condition damage, 30 trait points is not worth…
https://twitter.com/TalathionEQ2
I understand wanting to make dungeons hard but to the difficult that anet ramp it up to is ridiculous because were the difficult is set at this point will make veteran player stop playing or helping newer player i try taken 2 different groups of newer low lvl player into the dungeon and can make it past the first boss because the adds kill everyone in one hint
I don’t mind making things harder, but taking away viable dungeon builds and nerfing the fun out of the game… WHILST making content harder is sort of a slap in the face.
https://twitter.com/TalathionEQ2
Its simple, they nerfed a lot of things that made certain builds viable, and now they are no longer able to sustain. This leaves a bad taste in many mouths since those classes above didn’t really get anything to compensate for it, and some of those classes have no bunker builds to keep that sustain they want.
Basicly the developers did exactly what they said they wouldn’t do, change things quickly, it left a lot of bad taste in many players mouths and they simply do not wish to play anymore, or do anything besides the daily and the world events. They still like the game, but really… they broke things and can’t take it back now, they just have to fix it, or give up on the game.
https://twitter.com/TalathionEQ2
Hi guys,
And yes….another one of these. Lol.
I’ve spent a fair amount of time trying the different profs of the game and finally narrowed it down. My main will be an Ele, simply because of their versality in so many situations. BUT, i get burnt out quick and I want a melee driven class. (Hated thief, btw)
Then you probably don’t want Warrior, Warriors are either shout/banner or rifle or longbow, all of them will help your team and give you lots of ranged damage.
https://twitter.com/TalathionEQ2
Warriors who bunker
What.
Warriors don’t have a bunker.
https://twitter.com/TalathionEQ2
I need some kind of sustain…
https://twitter.com/TalathionEQ2
Don’t worry, when you have experienced the full onslaught of the Dredge Fractal you will know the true meaning of your words.
I do Fractals fine without food or any consumables.
Looking at your history, looks like your a ranger who uses range, and your not in melee.
This change hurt people who melee, it had little to no effect on players who ranged.
I play on my Guardian. The only high level character I have, every other character is lvl 20 (or so). Your guessing game is wrong.
Guardians haven’t been hit that hard with nerfs, there attacks were slow anyways and they have viable alternatives. Warriors do not, we don’t have good sustain.
https://twitter.com/TalathionEQ2
Don’t worry, when you have experienced the full onslaught of the Dredge Fractal you will know the true meaning of your words.
I do Fractals fine without food or any consumables.
Looking at your history, looks like your a ranger who uses range, and your not in melee.
This change hurt people who melee, it had little to no effect on players who ranged.
https://twitter.com/TalathionEQ2
As Hrouda implies, the short of it is that there should be no build possible that allows anyone to stand there and get hacked on without any chance of risk.
If only the game actually accounted for that. Just now i finished a personal story mission that played out inside a narrow cave stuffed with risen grub. Movement? Yea right, up or down the tunnel only. With the end result that i would trip the leash limit on the grubs fairly quickly, resetting the fight to square one. Never mind that the grubs put down lingering AOE.
Movement is all well and good, WHEN YOU ARE ACTUALLY GIVEN ROOM TO MOVE!
Don’t worry, when you have experienced the full onslaught of the Dredge Fractal you will know the true meaning of your words.
I don’t know if the dungeon dev who nerfed the food is the same dev that does fractals.
https://twitter.com/TalathionEQ2
As Hrouda implies, the short of it is that there should be no build possible that allows anyone to stand there and get hacked on without any chance of risk.
If only the game actually accounted for that. Just now i finished a personal story mission that played out inside a narrow cave stuffed with risen grub. Movement? Yea right, up or down the tunnel only. With the end result that i would trip the leash limit on the grubs fairly quickly, resetting the fight to square one. Never mind that the grubs put down lingering AOE.
Movement is all well and good, WHEN YOU ARE ACTUALLY GIVEN ROOM TO MOVE!
Omnomberry Pie users, especially ones without toughness in hard zones and fractals, HAVE to move from aoes… or they get one shotted, and downed quicker then anyone else, the food helped, but… it wasn’t an immunity button though… you could still get bursted down quickly by aoes that you didn’t avoid.
https://twitter.com/TalathionEQ2
I did feel that my little warrior could heal himself awfully well when ‘full with pie,’ so I’m not surprised that there came the ‘Infamous Pie Nerf of ’13.’ I was disheartened to see that everyone basically had to be berserker/dps, and not use any defense or shouts, etc. (I liked my asuran’s polite shouts – it was the prime reason to make a male Asura)
What? Warriors and guardians use shouts all the time…
I hope this means they’re edging us out of pure dps, all the time. That was boring – it really was.
Maybe they could cut down boss health pools then. I tell you what is really boring – barely being able to notice the health bar going down on a very easy boss.
I tell ya what sucks, having to re-roll on a character I have 700+ hours logged on :/
https://twitter.com/TalathionEQ2
Shout heal isn’t worth it.
Simple as thatlol
It’s a great build to learn placement, battle awareness, etc..
but I’ve tested it and found that it gimps a LOT more DPS than the sonic boon dude claims.
You gain about about 10 more stacks of might than another warrior might while sacrificing a hell of a lot of effective power and crit chance.
It’s a good support build, but I would rather just have guardians booning me
Shout heal is like evasive arcana, except it can’t be used every 10 seconds and takes 3 utility slots.
https://twitter.com/TalathionEQ2
What can I craft thats cheap/easy food wise to complete this monthly?
https://twitter.com/TalathionEQ2
^Also makes no sense, some builds can reapply cripple/chill pretty easily. Necro anyone?
And what about weapons without mobility skills? F. them?Obviously you’ve never tried to use rush while chilled. Evasion during movement abilities is just a random change. Removing snares actually accomplishes something, which is a going a way to fix warrior’s lack of mobility. Lack of mobility is one of the largest reasons why warriors are considered the worst sPvP profession, the other being lack of defensive boons. And that’s just for 100B. Warriors are broken as all kitten, but random evasion isn’t exactly a fix.
Your justifications are petty at best.
Mobile Strikes should also cure cripple/chill then, Evasive Leaps keeps people from getting CCed while mid evasion.
https://twitter.com/TalathionEQ2
Right now I’m a bit skeptical of Anet’s version of “fixed”.
Fixed = Break into pieces and make completely worthless.
https://twitter.com/TalathionEQ2
Anyone like this idea?
https://twitter.com/TalathionEQ2
Why do they act like warriors were the only people running around with the food buff ? EVERYBODY was running around with it,especially thiefs.
Because of our high up-time on Fury, High base HP, Channeled melee attacks, and high melee desired play-style I think the food benefited us more then any other class.
Actually, it was our cleave ability mostly.
More targets hit, more chances to crit, more chances to heal.
It did less for Thieves because they are single-target in melee.
Thieves have swords that cleave, and Pistol Whip that hit a lot.
https://twitter.com/TalathionEQ2
Many people didn’t think the developers would break something without compensation, or would do so after they improved many of the broken or buggy trees by adding new mechanics that allowed the classes (Like Warrior.) to thrive without using the same gimmicky builds that everyone else used.
But can we get a show of hands of people who ACTUALLY thought it would play out this way?
I sure didn’t. But then I tend to expect the worse and expect not to be completely screwed. I haven’t been screwed just yet.
Bad game design is bad game design, I thought after years of seeing other MMOs work they would actually get the picture. I guess history just repeats itself.
https://twitter.com/TalathionEQ2
Pies didn’t make Hundred Blades the best heal in the game.
It just allowed you to survive the random mob cleave and complete the attack, lol!
‘Best heal in the game’ doesn’t have to mean ‘makes you unkillable’.
Name a heal that could get you as much HP as Omnomberry pies could WHILE doing as much damage as Hundred Blades….
Go ahead, I can wait.
Name any Healing ability that does damage…?
O_o
Anyway, you’re missing the point here: Omnom Pies didn’t allow you to heal like a healing ability. What they did was allowing you to endure random cleave damage from surrounding mobs as Hundred Blades rooted you to the ground for several seconds.
You run up to dreg you HB each hit crits on the 5 mobs in front of you….. Pretty sure the healing your getting is vastly higher than any other heal in the game and your pumping out 20k+ damage to multiple mobs lol….
One of the problems was Mobs go after people with highest toughness/lowest HP (Knight geared people.)
So Berserker’s never got aggro.
If they instead made it where the mobs would favor attacking people closest to them instead, Berserker’s with that food would have MORE to worry about then just AOEs.
So who actually got nerfed the most was offtanks and people who actually took hits for the group.
https://twitter.com/TalathionEQ2
Actually I have 4 (2 lvl 80 warriors; Asura and Charr :P), but I think the thing people forget when they go back to the game with their GSs is Hundred Blades likely wasn’t meant to be spammed. It was meant to be used when you had the opportunity and pies just broadened that opportunity window.
The good thing about GS though, is it’s mobility. Just use that to your advantage and keep HB for the right opportunity (or use skills to create opportunity). This is no different from using Armor of Earth to assure I can channel Churning Earth or Magnetic Aura while channeling Meteor Shower…or using stealth or distortion to assure I can channel mantras( if I did, in fact ever use mantras :P)
But the change harmed a lot of professions just as much as warrior as well as other on-crit foods. The difference though was they didn’t have the HP to rely completely on it. You probably won’t hear people complain about it now but other professions were jaded about how “Warriors could still be tanky with zerker gear” while they could not. Enter the rampant reign of the ‘War-only’ dungeon runs which is what took the place of people complaining about Omnom pie.
But even beyond that, you can search back through guides for builds that exploited pie, and they almost universally describe the pie as ‘overpowered’ or ‘borderline broken’ because it was. No one ‘complained’ about it because it was beneficial and everyone knew it was going to eventually get fixed. I think where people are having an issue here is, those that figured it was there so just use it, didn’t come up with a contingency plan for when it got nerfed. They were unprepared so now feel overwhelmed by the content. Those players that made the guides probably should have warned people better. I bet after this change, they won’t have a problem adapting to new strats but the people that followed those guides are probably lost.
Many people didn’t think the developers would break something without compensation, or would do so after they improved many of the broken or buggy trees by adding new mechanics that allowed the classes (Like Warrior.) to thrive without using the same gimmicky builds that everyone else used.
https://twitter.com/TalathionEQ2

We need a mixture of the self-heal and some damage avoidance. Heal on burst would be awesome, but it’s implementation hard… if it’s too strong a heal, we just go slightly tanky and survive till our next burst, if it’s too weak then it ain’t enough because all you have to do is burst us while it’s on CD, as we don’t have any strong passive healing like regen etc. If adrenal health scaled with healing power that would help.
Pigeonholed into shouts with soldier runes atm with greatsword offhand for escaping :P