Guardian does have almost everything, but only as options. No single Guardian can bring everything you want at once.
What they can do is a massive range, but they have to specialize. I would put them up as the ideal “balanced profession.” Now things like the Zeal line and signets have to see some improvement.
1. Ele
2. Guardian
3. Thief (skipping trash via stealth is soooooooooo nice)
4. Warrior
5. Mesmer
6. Engineer
7. Ranger
9. Necromancer.
That said, I do main necromancer and don’t discriminate in the parties I create. May even do another all-necro dungeon run soon.
Grenth, Abbadon, Melandru I respect. Even charr stories regarding the creation of Tyria credit Melandru.
Abbadon didn’t really do anything wrong before his imprisonment, he merely disagreed with the other 5. Grenth overthrew an unjust god of death, and for that, I will always support him.
-Drarnor Kunoram, the Eighth Reaper.
Simply put: it was a bug. Bugs get patched out.
Get over it. It’s not like you ever thought you were supposed to be getting there.
One thing that comes to mind for me: this skritt has an astounding memory.
On topic, though, I’ve handed him about 50 wrappers now, all from trick-or-treat bags. Chances are, if you converted those gems to gold and bought ToT bags from the TP, you would have gotten more wrappers.
Since all of those weapons are Rabid, you might even consider giving it to another character. The skin gets unlocked regardless.
Since you’re running zerker, I highly suggest just holding on to it for another character.
…that’s completely irrelevant to the topic, Carighan.
It’s ironic that you mention mesmers copying the boon with mimic because taking that utility is also like equipping yourself with a major liability :p
Difference is, you can (albeit rarely) get great benefit from mimic. Too rarely to warrant bringing, sure, but the skill itself isn’t designed to be a buff, but actually hurts you. It’s designed to be a buff and it always helps you.
Regardless, I was listing it for completeness, not because I thought it ever actually came up.
I keep catching the rotations wrong to have these bits of fun. A shame, too, since it’s like 2 skill casts to get your monthly done :p
I would like to see a trait that gives each conjure an associated boon or effect. Imagine if conjuring a shield gave you a stability boon or if summoning lightning hammer also blasted the field it landed on. I’d love to try an ele conjure build.
The shield might actually get equipped, then.
I don’t even know what it does because I have literally never seen it used.
Imo it should be lowered to match the master kits. That would make it fair/balanced.
Not sure how that’s “fair/balanced” when you get infinite uses out it, reducing your bag space etc.
It should come with a small convenience penalty. The copper-o-matic is a good example of said implementation.
Except the copper-fed one costs less per salvage than a Basic salvage kit (the same effectiveness kit).
Lingering Curse only effects the auto-attack and Grasping Dead base condition durations. No sigils, runes, or traits.
I would suggest swapping from toxic maintenance oil to toxic tuning crystal. Make the stuff you proc hit harder. That 5% crit chance doesn’t make as much of a difference.
Beserker power + necro lifeforce = More life force = more damage
http://wiki.guildwars2.com/wiki/Strength_of_Undeath
Kind of already exists.
Why not just give regeneration an additional effect?
Lowers DS degeneration by 33% or something like that.
That particular effect can cause some problems with Vital Persistence. With just one or two methods of gaining life force in death shroud, it would be possible for a necro to stay in death shroud for massively long periods of time, potentially indefinitely in WvW, for example.
I could see an argument for removing either the duration or the charge limits. Not both.
This is why I’ve mentioned having a necromancer specific boon that works just like soothin mist, but also works in death shroud. Necros actually can get a decent amount of regen (mark of blood, reapers touch, blood magic minor adept trait, well of power), but it doesn’t help when you would most need the healing.
I’d rather just have Regeneration work normally in death shroud than creating a necro-specific boon.
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Crude salvage kits are actually best for this. Lower chance for salvaging gossamer (which sells for less than silk) and the lowest cost/salvage of any kit. Luck gains are unaffected.
I believe it’s quite possible for Sigil of Ice to trigger on a reflected attack.
Sigil of Force is one I don’t know on.
Allow me to clarify the OP:
Regeneration’s effect, like all healing, is blocked by Death Shroud. Unlike some professions, Necromancers have no benefits simply for having a boon and get no special benefit from Regeneration specifically either. No runes will give a benefit for having Regeneration or generic boons either. As such, a Necromancer in Death Shroud is literally receiving no benefit from the boon.
However, there are things that punish the Necromancer for having the boon. Other Necromancers can corrupt it to poison via Corrupt Boon, Well of Corruption, or Path of Corruption. Mesmers and Thieves can steal it with Arcane Thievery, Bountiful Theft, or Larcenous Strike. Mesmers can copy it with Mimic, Necros strip it for extra damage with Spinal Shivers, or Warriors get bonus damage from Destruction of the Empowered.
Unlike traits or skills that get benefits from conditions on a target, the counterplay of removal is not present for boons. Nobody can end their own boon sooner than it would naturally expire. As such, the Regeneration boon turns from buff to liability when a Necromacer activates death shroud.
Retaliation is fixed damage based on your Power. Reflections use the opponent’s stats, IIRC, but they can proc your traits and effects, such as Virtue of Justice.
Since Traveller/Speed Runes boost golem movement speed, I would imagine Ogre and Scholar runes boost its damage.
If this is related to celestial which it is,change to a counter spec they exist don’t expect your spec to deal with everything the same way then realize those specs are not conquest meta and in wvw d/d ele is less of threat for obvious reasons . #diversity/conquestlove/squadbalance
This thread doesn’t need to go much farter.
The counterspec, though is “Corrupt Boon”. Which…is already meta for necros.
This thread is suggesting a method of nerfing the overbearing spec while leaving other specs largely untouched. The thing is, since it’s no one single piece that makes the D/D celestial ele spec so overbearing, it’s incredibly difficult to figure out what a good nerf would look like.
Counter spec not skill a simple condition engi can counter cele, a simple condition thief even mesmer can counter cele….basically a lot of non meta spec can deal with them. Only melee zerkers struggle due to conquest they shouldn’t kite,reset constantly…like in wvw. There is no proper nerf because the circle is the isuue.
A lot of non-meta specs actually can’t deal with them. D/D Celestial ele has great condition cleansing and great healing. You need to manage to pile on so many conditions that poison remains after their cleanses for a condition build to actually counter them. That leaves…two builds. Out of eight professions. One of which is already meta.
Outside of that, Celestial D/D ele doesn’t actually have any counters. It has builds that can match it, perhaps, but nothing else that actually counters it.
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If this is related to celestial which it is,change to a counter spec they exist don’t expect your spec to deal with everything the same way then realize those specs are not conquest meta and in wvw d/d ele is less of threat for obvious reasons . #diversity/conquestlove/squadbalance
This thread doesn’t need to go much farter.
The counterspec, though is “Corrupt Boon”. Which…is already meta for necros.
This thread is suggesting a method of nerfing the overbearing spec while leaving other specs largely untouched. The thing is, since it’s no one single piece that makes the D/D celestial ele spec so overbearing, it’s incredibly difficult to figure out what a good nerf would look like.
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As for vampire runes. The 6th bonus must change.
Or better yet: bring Runes of Scavenging to spvp.
Maybe … but i also need some more power as Vrunes give
.
Tip: You can enter Death Shroud and use those skills during the Vampire Rune’s mist form without losing the benefits of the mist form. I’ve found it very helpful.
The only thing I would like to change from the current exchange now is perfect gem-to-gold exchange. Not just integers in gold, but also able to get silver and copper. This would help reduce things like being stuck with 1 gem (which i would be if I converted all of my gems to gold) and also reduce players feeling cheated out of a little extra coin by the system.
Still, the new “enter how many gems you want and well give a price” is a vast improvement over “buy this specific amount of gems” or “tell us how much gold you want to convert, then we’ll let you know what you’ll get in return.” Kudos.
I have to scratch my head at some of the post here. For 2 years, fire fields + blast finishers were never complained about. Now, nothing has changes with this combo, yet this thread is claiming it is Op and needs to be changed? This is a ridiculous thought process.
Hmm, I wonder what possibly could have changed in the recent past, just before everyone decided this was OP? Hmm, I wonder if we could ever figure it out? Hmm, if only it would be possible to revert it or address that, instead of making ridiculous proposals to nerf something else entirely.
While the Fire Field has been the same since launch, it is one of the factors in the problematic celestial builds. This cannot be ignored.
However, compared to Celestial amulet, Runes of Strength and Sigils of Battle, altering Fire Fields would hurt other builds the least. There are perfectly balanced builds that use both Runes of Strength and Sigils of Battle, and other balanced builds that use Celestial Amulet, but really only Eles that have the problematic Might stacking builds, and they have the best access to Fire fields+Blast finishers of any competetive build in the game.
When you consider that nerfing Fire field+Blast Finisher combo hurts everyone else the least, but still succeeds at curbing celestial amulet D/D might stacking, I’d consider that a very logical solution.
If boon stripping were more prevalent, this also wouldn’t be such a problem, but I don’t see eles, rangers, or warriors getting boon removal.
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Zerker’s tend to die stupidly fast in PvP/WvW. Some players and specs will work, but you can’t just slap on Zerker gear and win like you can in PvE. I fear Celestial might stacking much more because it has damage output only slightly lower, but is much more sustainable.
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It’s the battle sigil not the field blasts.
Sorry, but pretty sure you’re wrong here. If it were the Sigils, then any profession would be might stacking like eles, warriors, and engineers because all professions can use them at the same efficiency (sigil cooldowns).
Everyone only thinks it’s some clean cut answer of “this” specifically is making it OP. But Battle Sigils don’t allow for high might stacking, neither does one person blasting a field. Take an evasive arcana ele, they’ll set up the fire field, blast once in water, then dodge+earthquake to blast twice in earth. That’s 9 stacks of might, which is about equal to the average stack of might obtained via Sigils IIRC. So 9 might on a hefty cd or requiring constant swapping+boon duration is not alone very noticeable and no one complained about it. People are complaining that they stack so that you can reasonably obtain 18+ might stacks by devoting your cds, traits and weapon sigils to achieving higher might.
People need to stop complaining about blast finishers or battle sigils or whatever because when they’re alone, no one ever said anything and both provide almost the same amount of might when used at full efficiency. Someone put two and two together and realized that by using something that synergizes with their class they could make that aspect of the class stronger. The reason you don’t see everyone doing it however is because no other classes build around boons whereas Ele and engineer in particular are very boon-centric classes.
You’re only counting the ele’s weapon skills there. Most D/D ele builds run 4 blasts, frequently 5 including the three on weapons. That alone is 15 stacks of long duration Might to the Ele and any allies nearby. Factor in Fire Aura (Might when struck) and Strength Runes, you’re looking at 20 Might before even touching sigils.
Sigils aren’t the problem because everyone can use them at the same efficiency. The ICD prevents anyone from ever getting more than 3 stacks every 9 seconds. The Might stacking everyone complains about is much more than that.
As for “no other class builds around boons” Ever played a Guardian? They fart out boons like there’s no tomorrow.
It’s the battle sigil not the field blasts.
Sorry, but pretty sure you’re wrong here. If it were the Sigils, then any profession would be might stacking like eles, warriors, and engineers because all professions can use them at the same efficiency (sigil cooldowns).
I doubt it’d do that in PvE. Rather, each individual stack of might is just as important, but now getting them is more tricky so you’d want to stack blast-finisher spam even harder.
Depends on the nerf. If, say, the duration went from 20 seconds to 10 seconds, you would have to re-stack mid-fight, which may or may not be practical (such as Subject Alpha).
Duration, stacks, or both are variables that could be reduced. If it were just stack quantity, then yes, you would blast even harder. If it were duration, you would have to restack partway through, likely before your blast cooldowns are done from your first round. As such, more sustained Might would become preferable, which can open up some new builds for viability.
HP Lovecraft inspired, a gigantic, slimy worm with a mass of black tentacles surrounding its maw:
I’m almost positive it will be based off of an angler fish, at least partially.
Death Nova on a Mesmer.
While nerfing Fire Field+ Blast might hurt PvE, it honestly wouldn’t be by much. It also might allow for some other specs to creep their way into dungeon metas because stacking 25 Might for the entire fight is currently so easy. Nerfing the field+blast Might stacks will make that more difficult, opening a door for other build possibilities.
WvW wouldn’t be touched at all if the duration is untouched, since so many blast finishers go off anyway.
Only one it might is the Regeneration booster. Everything else is non-scaling stats.
Might also want to do your blast finisher comparison by field. Fire fields are waayyy stronger than other blast finishers.
I will buy gems ASAP if ANet at least has someone in-game calling the Deep Sea Dragon “Bubbles”. I will buy lots of them if it’s a recurring thing among DE 2.0
Try using it without aiming for max effectiveness. Even if all you do is copy 7 bleeds, cripple, poison, and 3 torment (really easy to do), that’s still a potent multiplier for you.
Transferring to the most populated server can net you a win. It can also be meaningless thanks to the leagues.
I believe in NA, the most populous server is Jade Quarry, but Blackgate frequently beats them. Clearly, transferring to the most populated, while the most expensive, is not netting you wins.
Also, why would you transfer from, say, Gate of Madness to Yak’s Bend? Sure, you’re going to a more populated server, but you aren’t getting more likely wins.
Can an argument be made that WvW is “pay to win?” Possibly. However, why this is the case is because ANet never intended it to be balanced in the first place. Pay To Win is not a problem when balance was never a concern.
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Because PvP was never intended to be pay to win and WvW is. That simple.
I fixed it for you.
No, you instead twisted it to your own opinion instead of the facts.
ANet has stated multiple times that WvW is not intended to be balanced By its very nature, it can’t be. PvP, on the other hand, is intended to be balanced. That’s why everyone that goes in has everything unlocked* and standardized and all consumables are disabled.
*At least, at launch this was true. There are some exceptions now, though unlocking them does not take long and do not really provide advantages, just options.
This kitten pay to win is prohibited in PvP but it is ok to pollute WvW? If this is not a problem for the WvW, why is this a problem for the PvP?
Because WvW was never intended to be balanced and PvP is. That simple.
My guess would be ((2^15)+1) gold. That is the loop-around value for C plus plus (spelled out to prevent underline). Or, it used to be, at any rate. not sure about now.
In any case, way higher than anybody is ever going to reach.
EDIT: Never mind, I’m positive it’s not that low.
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Seems incredibly reasonable. Really should be there anyway just for consistency’s sake, even ignoring the actual power of the skill.
Also, would help you tell the difference between friendly and enemy skills.
Those crystals and the fact that Ogden shows up all point to something with Glint’s offspring.
Don’t forget, Glint’s Lair is in a tiny speck of sand, which makes it so hard to find.
Guess what is in that hourglass!
It exploding has me worried though…
Actually, it wasn’t. That’s what people were told. Edge of Destiny explains what was really the case.
Long story short, lots of people have been in Glint’s lair, most without their knowledge.
I’ve had the home instance candy corn node for a long time. Finally, something to do with that other than selling when it’s not Halloween!
Power necro is already nerfed. You can blind/dodge/even strafe at higher range those pesky autos.
You can’t strafe Life Blast. It homes better than a partiot missile. I’ve even seen it make 80 degree turns mid-flight to hit its target.
Block, blind, and dodge all work. Simply changing your position won’t (unless you get out of range).
Why is it a problem that Ascended Rings can’t be slavaged? If they’re taking up inventory space, just merch them. That’s been possible since day 1 of Ascended gear.
To be fair its more of a rewards problem that snowballs into this. See you run a lvl50 frac with a pug, if you get lucky that will take about 1.5 hours. As reward? you get sometimes something decent, but 99% of the time a useless ring or nothing. now after a 1.5hr run ur left with one less inv space. Fair?
You’re left with a few extra silver and the same number of inventory spaces you had before. Unwanted rings have never taken up inventory space because you could always sell them to a merchant.
Fair reward for time investment? No, but salvaging the rings doesn’t make that any better.
No it wasn’t. It’s recent. And even if, this is a great example for 3.2 seconds of dev work for their players they didn’t do. I’m sure you are ok with some meaningless silver for Infused Ascended quality rings. Might as well not have them drop all the same.
I never said it was a fair reward, but I can guarantee that ascended rings have always had a merchant value. Thus, they are never wasted inventory slots.
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Why is it a problem that Ascended Rings can’t be slavaged? If they’re taking up inventory space, just merch them. That’s been possible since day 1 of Ascended gear.
People keep shouting about all these massive issues that have been here since release and is not fixed and yet I have never actually seen anyone that have said WHAT these issues are and HOW to fix them.
erm ok jst a few to keep you amused.
zerk meta
pvp lack of content
condition in pve
lack of challenging content
lack of rewarding content
gem conversion
precursor crafting
zerg as the answer aka mindless and boring farming instead of fun content
that would be a great start!So like he said, anyone can point out problems in any game, make a list of how to feasibly fix them. And boycotting the game would only cut away money that they could use to fix these “Problems”, so it hurts both ends.
Zerker meta requires a total overhaul of PvE enemies to change. ANet is already taking steps to this end as we can see with Scarlet’s armies and the Mordrem and with Triple Wurm. Dry Top is not a “zerker meta” area, for example.
PvP content is quite good. Yes, the basics of the game are the same as launch, but each map’s side mechanics make each fight interesting. However, saying “we want a cpature the flag mode” is easy. Actually designing it to be competitive instead of just nike warriors running around is another. Conquest, as a mode, is one where all eight professions can be viable and many, many different playstyles work well. I’m not saying it’s impossible for other game modes to work as well, but it certainly takes a lot more work than people think.
Conditions in PvE are a situation where there really isn’t a good answer. Sure, there are some things that could be done better than what we have now, but those have their own drawbacks . To truly fix this issue, once again, we need a total overhaul. Something to that degree is suitable in Alpha, not so much 2 years post-launch.
Challenging content is in the game already. Try soling dungeons if you think it’s not. Or soloing that mordrem event in Prosperity.
There is plenty of rewarding content. World bosses, dungeons, Orr events, Mad King’s Labyrinth, Edge of the Mists, etc…
Gem conversion has never been an issue until recently. Not sure why you mention it. ANet has already announced what change they will be making to the new UI to improve it.
Precursor crafting was actually never promised. What was mentioned is a possible precursor scavenger hunt. This is basically the only complaint you have where a permenant solution is feasable and there is actually a problem.
As for zergs, there already are answers. Tequatl and Triple Trouble can’t just be zerged. They require coordination. Marionette required it to an even greater degree and has been widely regarded as one of the best fights in the game’s history. You can bet ANet will be using some of the lessons learned from that event in future content. In WvW, havoc groups are a strong answer to zergs. They can’t engage a zerg directly most of the time, but a few havoc groups will earn more points than a single zerg.
This – “Thank you for interesting build variety” – made me laugh. ;P
Build variety is there. Notice that no build is top-tier in all modes, and all professions do have multiple meta builds in all areas right now (save Necromancer for PvE). Granted, for most professions “multiple” means “two.”
More importantly, all of these builds play quite differently from one another.
Good you corrected yourself – "Granted, for most professions “multiple” means “two.”"
Clarification, not correction. Two is indeed multiple.