Okay, since people are apparently missing the point…
The rune setup I posted is only an example. The entire point of the topic is merely a rune that focuses on Retailiation, much like Strength, Hoelbrak, and Fire do for Might or Rage and Citadel do for Fury. It does not have to increase the strength of Retaliation itself, merely provide benefits related to the boon.
And you are completely missing our point. Because of Retaliation’s current place in PvP and WvW, it is very unlikely that they will make -any- runeset that provides benefits related to this particular boon.
Good point. They won’t do it for Confusi-
Wait.
If a rune would be problematic for PvP, then it doesn’t get implemented for PvP. Notice how many runes in the game are not available there?
54 Runes are available in PvP. There are 66 runes in the game.
Since PvE enemies rarely dodge, block, or blind, this is actually a PvP/WvW change and not a PvE change.
I hope your right. God do I hope your right. I love the way my warrior is right now. I don’t even do PVP or WVW.
Oh, the change is still happening in PvE, it just won’t really mean anything because if you’re missing your burst skills in PvE, I have to question why you’re using them when out of range because that’s practically the only way they’ll fail.
Okay, since people are apparently missing the point…
The rune setup I posted is only an example. The entire point of the topic is merely a rune that focuses on Retailiation, much like Strength, Hoelbrak, and Fire do for Might or Rage and Citadel do for Fury. It does not have to increase the strength of Retaliation itself, merely provide benefits related to the boon.
It was reduced by 33% awhile back for WvW and PvP for a reason. I doubt they would try to buff it.
I wasn’t asking for buffs to the boon, just wondering if runes related to it were something that was being considered or desired by the public. My example would just be how such a rune might look, not an “implement this” plea.
Why? What reasonable feed back do you feel you can offer about a change you have yet to experience?
Depends what they say.
For example, saying “damage now gets split half and half between life force and health, but healing in death shroud is unrestricted”, that’s a really, really big change. There needs to be discussion on that sort of thing and, frankly, I would be entirely against such a hypothetical change.
Alternatively , if they said “siphons are getting their scaling buffed so now you can get a max of 7 health per siphon instead of 6”, they need to be smacked upside the head and told “more.”
And a Necro being the worst PvE profession is not news, colgin. While I doubt this patch will change that, it is not Bhawb’s “agenda” to state that.
ITT: Necromancer players sounding like impatient whiny children. TBH I’d rather have Guardian and Necro last, so Anet can actually listen to some possible suggestions on the class sub-forums before they even record what they’re going to do with the class. Aside from the short readable preview on the front page. As much as feedback goes, when was the last time you’ve seen the one thing not wanted on the class taken back and not being released, based on feedback?
Mesmers with Deceptive Evasion changes.
I do wish that these previews were all done with significantly more time before the patch release so that the feedback on the last two professions (regardless of who they are) could actually be taken into account.
Guess the feedback from Guardians and Necros doesn’t matter this time.
As a passing curiosity, I was wondering if ANet had thought about adding a rune that boosts Retaliation duration into the game? I know on some characters, I would love a rune that does that.
Maybe something like:
Rune of Punishment
1: +25 Power
2: +10% Retaliation duration
3: +50 Power
4: 25% chance when struck to gain Retaliation for 5 seconds (cooldown: 15 seconds)
5: +100 Power
6: +20% Retaliation duration, some effect related to Retaliation
Or, well, at least something along those lines.
Who else would like to see Retaliation boosting runes?
(edited by Drarnor Kunoram.5180)
Since PvE enemies rarely dodge, block, or blind, this is actually a PvP/WvW change and not a PvE change.
What you heard is pretty much true, but we’re not really as bad as people say except in high-end PvE. This is, however, more of an issue with encounter and enemy design than the necro itself. This is apparent when you look at the Living Story enemies (Aetherblades, Toxic Alliance, and Mordrem) in comparison to everything else. Necros are much more valuable fighting those three due to design differences.
The problem with necros in PvP is that they don’t bring much to the table that you can’t get on other professions. Because they lack avoidance abilities, they need to justify two spots on their team: their own and their babysitter’s. Needless to say, they aren’t quite capable of doing that.
Not being biased against warriors, just holding them to a similar standard as everyone else.
Resource management only means anything if the resource can be used poorly. At this moment, it’s impossible to use adrenaline poorly, thus, the intended resource management factor is absent. This change, while a nerf, makes it meaningful and leads to a healthier game.
The fact warriors don’t get to spam burst skills until it hits anymore is also a definite plus.
To put this in perspective, if they don’t clump them together, the last two professions to be covered will be done on September 5th, giving us just 4 days to give feedback and for them to respond. That just isn’t enough time.
That’s why I think the last 2 will be guardian and ele since they, IMO, are in good places and should see only buffs to underused things and other small tweaks both up and down on whatever skills.
Probably next are mesmer and necro so we can give some feedback.
i can see it now: necro gets regeneration while in death shroud. yay?
Siphon scaling gets buffed to .5% from .4%. Calling it.
Hmmm, how interesting, they designed tradeoffs into the class. It’s like they were encouraging you to make choices instead of making everything braindead obvious or something…
Does an elemental take a risk when swapping elements? Does a guardian take a risk when activating his virtues? Does a necro take a risk when using their second life bar?
Yes, no, and yes.
Elemntalists risk not being able to swap into the proper attunement to use the proper skills (Earth and Air are pretty common on this, but Water also has a lot of timing-related skills).
Guardians basically activate a signet with no cast time.
Necros risk not being able to use their primary defense (and their secondary defenses are very weak) if they use death shroud for offense or even just a quick fear to interrupt.
Warrior will become the only class whose class mechanic can be completely shut down by a single condition or a simple dodge. And it’s especially bad because we rely on it for so much. And with how common and easily maintainable conditions are..
Eles and Chill.
However, Adrenaline is easy to build. Really, really easy. It’s not “shut down” so much as “set back.” You have some of the strongest skills on the game on 10-7 second cooldowns. There needs to be a proper setback to using them poorly.
As for conditions, perhaps you should try working in some different cleanses instead of just relying on Cleansing Ire. Use the trait as a good supplement, not your entirety. Oh, and accept that your builds will have actual weaknesses now. No build should be good against everything.
Wiki values are based upon an armor rating of 2600.
Remember that.
We’ve already seen. Damage is unchanged from current levels, but it doubles against targets below 50% health. It’s also a PBAoE attack capable of hitting 5 argets now.
Signet of the Locust needs a shorter cooldown more than a stronger effect.
Mimic+ Signet of Inspiration.
Why thank you, Mr. Guardian/Ele. My entire team would love those boons. How thoughtful of you.
Cleave of Dagger auto will help us in PvE, just not likely enough to justify a necro instead of, say , another ele. It still makes us more attractive because it doubles the rate we can take down trash mobs with dagger.
This is confirmed. We are getting a 2-target cleave on dagger auto.
Karl McLainNecromancer
Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.
No, you can make a Necro that won’t die. You just won’t do anything else, whereas others will.
Curious, could you post a build using soldiers or sentinels or even nomads if you want? Are you talking about a well build or a spectral build.
I’d imagine it’s a spectral build, as those are our best defensive utilities.
insider information: it wasn’t zombify but zoose who broke his desk, the whole zombify thing was made up by casters.
source: i was there xD
To be fair, Zombify does have the muscles…
They should consider reverting it to what it was at launch: 25% chance on crit with no ICD. Reduce the duration from a 5 seond base, though.
I agree that Revealed should not be ignored by any skill (perhaps a skill could specifically remove it, but having that skill also stealth should be reserved for an elite IMO.). This is for pure consistency in the game. If that causes Mesmers to become unviable, then perhaps they need buffs, but those buffs should not be in ways to make them inconsistent with existing game mechanics.
Just made myself an Ascended Beserker’s Greatsword and decided to throw it on my Ranger the other day in preparation for the patch (only other level 80 who can wield greatsword is guardian currently). In any case, I was wondering what suggestions for sigils people have for a full Zerker gear setup. Currently, I’ve got Superior Sigil of Strength and a Ruby Orb in there, but I’m sure the Orb is better to swap out. I plan on using this in both PvE and WvW.
I will generally be under the effects of perma-fury (I’m running Rage runes), so between that and the precision from the gear, my crit chance will be pretty good.
Also, any pets people like to use with greatsword? I know wolves are always good for WvW, but jaguars and birds can make very significant use of Hilt Bash’s damage buff.
It overwrites the remaining duration IIRC. The Stability stacks, though. Cooldowns are not shared between trait procs and the actual skill ever.
For levelling, I highly suggest having Bone Minions (or Bone Fiend, which is more reliable at attacking) on your skill bar, at least until you start getting a feel for how the class plays. They provide enough extra meat to draw some fire off you, but not so much you don’t have to learn the class’ defenses and playstyles.
Just one minion skill, though. More than that, and you aren’t actually learning much.
(edited by Drarnor Kunoram.5180)
In a build with high healing power, I’d almost certainly use it as a utility. It offers more damage mitigation than protection in alot of cases.
It only offers more than protection if the hit is less than 1400 damage, and you get hit at most once a second, with 1400 healing power.
At 900HP (for example), the passive heal would be 415 (325 + HP * 0.1). A hit of 1000 (for example) would be mitigated 33% by protection down to 666, whereas the same 1000 hit offset by a 415 heal is 41.5% mitigation.
Its context dependent, so the 1 sec ICD must be figured in along with the average dmg per hit in order to determine which is better mitigation in a given circumstance.
I used SoV for the first time last night and was quite impressed by how well it worked for me in PVE.
That’s because mobs in PvE attack so infrequently, the 1 second ICD could let you reduce the damage from multiple opponents. Against any player, it’s far less effective because of the massively increased attack speed.
Do we know which two classes are up for the next skillbar?
Two of Guardians and the three light armor classes. The remaining two will be done the following week.
I assume this friday’s Skillbar was postponed because of the tournament? Dang… Was looking forward to seeing more updates to the other classes.
Skill Bar is on the Ready Up videos, which are every other week.
Next Friday gets one.
So, let me get this straight:
You think blind skills that have no cast time, are highly accessible, and easily spammable, should be the counter to a classes core mechanic that requires building up 30 strikes, and then has a slow windup and obvious telegraph?
Considering there are two “spammable” blind skills in the entire game, both of which have cast times (one is getting nerfed), I would say you’re talking out of your kitty here. The counter to massive attacks is some form of avoidance, regardless of if that skill is on a long cooldown (think Rangers like getting Entangle blinded?) or uses a resource. Burst skills can be up easily at max power every 10 seconds in some builds, and they are all extremely powerful skills. The counterplay goes both ways. Deal with it.
When you say counter-play, I think you’re forgetting the part where said counter-play needs to require an equal amount of effort, resource cost, and skill otherwise it creates imbalance.
Skull Crack has a 1/2 second cast time. Average human reaction time is .215 seconds, meaning to react properly, they have to identify that you’re using it almost immedietly as they have .285 seconds to identify and cast their counter skill. Black Powder has a 1/2 second cast time as well, meaning to succsessfully blind you to make skull crack miss, they have to start their cast before you start yours.
Earthshaker, Eviscerate, and Arcing Slice are all 3/4 second cast times, meaning Black Powder has a .035 second window of casting on average (.215 seconds to react to your cast, .5 seconds to cast their counter) to stop it. Even if they knew ahead of time when you would cast exactly, they have a .25 second leeway.
And then you think it’s acceptable to be forced to blow long 60 CDs such as “Fear Me!” just to potentially counter say, Black powder which has no cooldown (6 init, 4s duration)? And I say potentially because it can easily reapply the blind during the animation.
Notice that Black Powder is also getting nerfed this coming patch? It’s like they forsaw a problem here… And yes, if you really need that burst skill to land, popping “Fear Me” is quite acceptable. Alternatively, since you’re terrified of thieves, you could keep track of his initiative spending skills and have a rough idea of when he has used too much to use black powder.
MANY times have thieves dropped a blackpowder during an earthshaker animation. OMM and fear me would NOT help in those situations, the blind would still instantly reapply.
With this change, no warrior will ever be able to burst skill a black powder thief, the cost to use Blackpowder is so low, and the cost for a burst so high, it becomes an EXTREMELY imbalanced Risk:Reward to even bother to use burst.
Except that black powder is getting nerfed and, as I have already pointed out, countering a burst skill with black powder is actually very difficult unless they predicted your burst and activated it before you started your own skill.
What im saying is, this will ENCOURAGE people to use the passive adrenaline traits, and push us closer to passive play, not active play.
It will push some people toward passive play. The better ones will become more careful with their burst skills.
Also, you STILL did not reply to these points:
What about the times that the burst skill bugs out? Should we lose our adrenaline then?Earthshaker often has issues hitting people who are on a SLIGHTLY different Y-axis, say up a ramp, or (and I kid you not) happen to be jumping. Should we lose all our adrenaline because of sloppy coding?
I did reply. It should be a moot point because it should never happen in the first place.
Finally, NO, you cannot cancel all burst skills just by hitting sheath. Some can be cancelled, others cant cancel, and with the way ANet codes things… there’s a good chance that cancelling will cost us all our adrenaline after this change goes through anyway!
Heal skill always interrupts whatever you were doing except for leaps (it registers you as being in the air) and you can cancel out of that. For Eviscerate and Earthshaker, guess you have to be more careful when hitting some of the most powerful skills in the game.
My point is this: the goal of this change is to make burst skills something that are used more carefully, and not spammed. With that goal in mind, maybe, just maybe, there should be a reward for using them properly, not punishment via adrenaline drain for having the misfortune to suffer from slow windups, obvious telegraphs, buggy hit detection, and 0 skill blind spam, which can easily result in a miss.
Your point seems to be simply “l2p!”
The reward is a landed skill that happens to have one of the strongest effects in the game. You don’t need more of a reward than that.
(edited by Drarnor Kunoram.5180)
Bunker is the PvP meta because you only need one guy on a point to keep it from falling under your opponent’s control. Not because of damage output.
Ahem, pardon my doublepost.
But if burst skills were less buggy, and more responsive, I dont think this adrenaline change would be a big deal. In their current state, however, it has the potential to cripple them MORE than it would it they were functioning better.
Getting blinded just as you cast the burst is called good counterplay.
Getting blinded AFTER I start casting a burst skill, DURING its incredibly slow execution, with no way to abort the burst skill, or remove blind, is NOT good counterplay, because there is no viable counter-counter-play.
Good examples of counterplay
“If warrior does A, you do B, Warrior counters with C, you counter with D, etc” till someone fails to react properly and is punished for doing soBad examples of counterplay
“If warrior does A, you do B. Warrior has no C. You win”
So the alternative is that you get blinded, so you don’t even bother to activate the burst skill until it’s cleared? Talk about removing counterplay.
Counterplay is not supposed to be infinite in iterations. There is nothing wrong with “big windup, better blind him” any more than there is with “big windup, better dodge it”.
Besides, you can cancel burst skills with escape, sheathing weapons, or activating your heal skill. Even if you don’t cancel, “Fear Me” and “On My Mark” can both clear a blind mid-burst skill and let you land it anyway. “On My Mark” can even clear an Aegis. You have the options, it’s not my fault you don’t like them.
Getting blinded just as you cast the burst is called good counterplay. Bugs are bugs and should be fixed (that said, I’ve never had my burst skill go on cooldown without actually going off. Your statement is the first I’ve ever heard of it).
Burst skills are all very powerful effects on a very short cooldown. “Use it until it works” is not how they were intended to go.
Besides, “reliant on adrenaline” is, by ANet’s own admission, supposed to be a weakness of Warriors. How can it be a weakness when they absolutely always get something out of it?
It might mean you actually have to set up your burst skills. A shocking thought, I know.
No burst skill is weak enough to be balanced with a 10 second cooldown (or worse, the 7 second cooldown from traits). At all. Hence, the “use it until it works” really should go.
I think the best why to buff the lifesiphon traits (including parasitic contagion) would be to allow them to work while in DS. Then ajusting numbers will probably not be nesseccery.
I’m willing to bet it will still be necessary, but it would be a smaller adjustment than is needed if they keep disallowing any healing while in death shroud.
1) a condi warrior deals more damage than a berserker one on a heavy armored target, so yeah, conditions are already outdamaging pure power ( with free toughness on top)
I want to see some actual evidence for 1.
In before he says “Husks”.
That’s not what happened to me some time ago… i was running around in fear for 10+ seconds. I’ve reported the fact and never used the skill since then. Maybe they have stealth fixed it.
in any case being feared while in rampage means you cannot break it, as you have no access to any of your original skills.
Also you can be moa’ed while in rampage, this completely override original rampage effects.
Unless Anet changes completely t
this skill, i do not see any reason to use it
If you were Feared for 10+ seconds, it’s because the necro chain-feared you. Boon corruption→Doom→Reaper’s mark, and probably Spectral Wall. Boon Corruption mechanics haven’t changed a bit since 3-day headstart.
The same with ranger. You can get fury, except it’s only accessible if you pretty much don’t use the crit strikes/ferocity line, in which case, why do you want fury?
Eh, that line also gives Fury on weapon swap and you still get it off of Warhorn. Pink Moa is another option if you’re that concerned.
For Necro, Corrupt Boon and Epidemic are probably the better examples. Whether they connect or not, you get poison/3 stacks of vulnerability anyway and have nothing to show for it.
Rampage seems still more than useless. The real issue with this elite is that any sword rougue can steal your 30sec buffs, and any necro can convert your stability into a 30sec unbreakable fear (none of active/passive skills works under rampage) .
Just popping in to say that’s not how boon corruption (or condition conversion) works. The duration of the end effect is static. For example, Stability being corrupted is I believe a 1 second base Fear. Doesn’t matter if that Stability is 1 second or 30. Fear to Stability is, I believe (haven’t paid much attention) a 2 second base Stability.
The Shadow of the Dragon was originally just a representation of Zhaitan, it was meant to look like Zhaitan’s champions. Why they reused his model, I can only guess as yet another sad attempt to please the masses, done in the (imo) wrong way.
Not necessarily. It’s quite possible that Sylvari characters misunderstood their wyld hunt as “kill Zhaitan.” when in reality, it had to do with Mordremoth.
Understandable, since Mordremoth hadn’t awoken and no sylvari was aware of its existence yet.
Take a look at what Burst skills actually do. Go ahead, I’ll wait.
Do you think ANY of those effects are fair at a 7-10 second cooldown with no other cost? I would hope not.
Yet right now, that’s exactly how it works. You have these powerful skills all on a very short cooldown if you happen to miss. They are too powerful to be merely cooldown-based.
Life steal foods have always been 66% (or less) on crit.
Still, it’s quite easy for a Warrior to hit 700 HP/sec with virtually no healing power, which was the original point.
The food can trigger off of any hit, no matter what it’s from. Not as awesome as they were without the ICD, but there’s a good reason for it.
Healing Surge may see more use because you can instantly fill your adrenaline after a miss. It’s never been a bad skill, Healing Signet just out-classed it. Now that adrenaline is more valuable, skills that fill your adrenaline should also become more valuable.
As for fighting decent Warriors, I like the challenge. Now it will be easier to identify the actually good ones.
……
- Brawler’s Recovery – Now remove
anyA single condition on weapon swap instead of only removing blind.…..
fixed
source : http://dulfy.net/2014/08/08/gw2-ready-up-upcoming-warrior-and-thief-class-changes/
Those have the exact same meaning. Nothing was changed. ?_?
The original wording could be interpreted as “removes Blind plus one other condition.” It shouldn’t be, but it could be.
This is a ‘shave’ change, and it’s more or less directed at Sig of Rage being the only elite than anyone ever uses.
And just 2 days before they announced that i wrote in a thread about elite skills that
i wished every class would have an elite like that .. instead of all those skills that you
never use because of 3 minutes cooldown for 3s of something .. where you i always
think .. naa .. better save that for when i really need it.
Well, what does each profession currently do that with?
Elementalist: Nothing, really. Long cooldowns on everything
Engineer: Nothing, really. All long cooldowns.
Guardian: Renewed Focus is the only one usually taken, and it has a reasonable cooldown too.
Mesmer: Again, long cooldowns. Mass Invisibility is reasonable, however.
Necromancer: Flesh Golem. Even if he’s busy picking flowers, Charge is still useful.
Ranger: Currently none, but Entangle’s change will make it the “general use” elite.
Thief: Basalisk Venom
Warrior: Signet of Rage
So, 4 professions with good “general use” elites, 2 with borderline, 2 with none.
Alphabetical order showing which ones have them, though is rather funny.
A lot of Warrior mechanics (enough to make multiple builds) as it stands right now are just too forgiving to mistakes. Honestly, I thought it was a bug when I first missed a burst skill and didn’t lose my adrenaline nearly two years ago. This is a necessary change.
There are a few more things I’d like to see changed on Warriors, such as variation on healing skills (Healing Surge may see some extra use now, Healing Signet still needs a reason to activate it), but after this patch, Warriors should still be in a good spot. Just less forgiving of mistakes. They still have a naturally high buffer zone, however.
Additionally, you can add in Crit-heal food for almost 700 hp/sec.
Are we playing the same game? 700 hp/sec? This is the reason some people shouldn’t be posting at all.
Have you looked at what the on-crit foods do? Just those and Healing Signet are very much capable of 700 HP/sec. With 0 Healing Power, you can easily get 687 healing/second. 200 healing power from traits and you’re at 707 HP/sec. Factor in Adrenal health and you’re looking at a very impressive 934 HP/sec at just 200 healing power.
LOL first healing trait (Adrenaline Health)is every 3 secs full heal (351 hp)with full adrenaline,
second: have you ever used crit healing foodafter nerf? I think not.
third: Dogged March is a 3 sec regeneration of a 390 heal total 10 sec CD.
Get your facts together before posting.
I did make a small mistake. Somehow I got an extra 110 HP/Sec in my equation (which fits nowhere, so it’s a mystery to me).
Healing Signet at 200 HP: 372 HP/sec
Life steal food: 325 health/sec max (assuming 1 proc/second, not unlikely)
Adrenal Health at 200 HP: 127 HP/sec
372+325+127= 824.
Still extremely respectable. More Healing Power can crank that up significantly and you still don’t have the Regeneration boon.
Crit-lifesteal food; Yes, though not on my Warrior.
Dogged March: never got mentioned before, so I have no clue why you think it’s relevant.