There are a lot players don’t know what to do if there is no grinding.
plz anet stop ur AR its boring and a no skill mechanic
or make ar account bound not gear bound listen to the voice of reason
not all of us are WOW player and want gear grind
I have suggested that in this thread but obviously a few players want their ascended armor to be somewhat more meaningful.
I hope now raid becomes the real elite content that requires ascended. They can separate AR completely from armor.
When HoT comes out, I’d like to try to hit F5 (*), jump down a cliff and get ported up again before I get smashed. I wonder how many enemies will jump with me :-)
Already tried that in beta inside bay. F5 and jumping down, the warrior chasing me followed and I managed to escape by warping back.
But people will understand the mechanics after a while. Ultimately the chronomancer will be back at the rift location.
I thought Seize the moment is the best GM trait for me in PvP.
Time catches up also feels really good when I play with GS/Staff. Have a much better chance to land my shatter.
Tempest will also be able to boon share in HoT.
Wasn’t that changed to only might?
Really? Didn’t know. I only played the aura d/f tempest build duration beta. Didn’t even try warhorn.
Just checked wiki. It is still showing as ‘spread boons to allies’ not ‘spread might to allies’.
Tempest will also be able to boon share in HoT.
I have a feeling that condie might be the way to go for ranger in raids if you want to be a dps.
It is really hard to dish out optimal damage in a team environment with longbow. But we don’t know about other raid encounters yet. So there could definitely be places where longbow is good. But I won’t put too much hope on it.
So Thief would outclass Ele when roaming in WvW?
Between Thief and Ele, which one has more survivability and playstyle variations?
Thief has always been the king of roaming in WvW. They have the best engage and escape. Mesmers are close second, they actually have even better 1v1 ability but they lack the ability to chase down enemy which is actually very important when roaming. Thief really makes that part up.
Eles’ best roaming build is currently dagger/dagger sustain build. If you roam on ele, you will need to attract enemy attention and still be able to survive. Meanwhile, your friend play bursty mesmer or thief to take down low targets.
It’s only really strong with mantra of distraction. Normally you only have F3 daze which already has a long cd. Not to mention, F3 is only reliable with self-shatter.
However, mantra of distraction is only taken by pure interruption builds at the cost of either portal or decoy which is quite a bit of investment.
Your first paragraph is opinionated. CS is powerful with any daze.
OMG LOL. Of course, everything I posted is MY OWN OPINION. Do I have to add IMO in front of every paragraph I post? Same thing with everyone’s post, it is THEIR opinion.
And plz learn to put things into context and stop playing word games. Surely I know stun is strong on any class any skill….
Last but not least, you are the most annoying poster in this subforum. And surely that is just my opinion.
It’s only really strong with mantra of distraction. Normally you only have F3 daze which already has a long cd. Not to mention, F3 is only reliable with self-shatter.
However, mantra of distraction is only taken by pure interruption builds at the cost of either portal or decoy which is quite a bit of investment.
Thief is obviously the go-to choice. Works best if your buddy plays a spike-damage type of mesmer. Basically it’s a mesmer burst-thief cc combo that will instantly down majority of players you meet.
Other options like dd ele, power ranger can also work.
Make it +100% wxp, + 200% magic find.
If you have less number, you shouldn’t be able to beat the side that outnumbers you .That is basically balance and can’t be changed.
However, I am all for giving more incentive for players to play when outnumbered. Every achievement you made with less numbers should give more reward.
Such buff can also encourage skilled roamers to come to map with outnumbered buff. And the number I gave I think is very fair. It can even be boosted more.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Exciton.8942
Just checked my mesmer only has 211 hero points with main map completion and wvw map completion. The second highest is my ranger at 100. Requiring 170 is definitely too much.
It’s an elite skill with 180sec cd. Meant to be game changing. You basically take one perso n out of a fight for 10 sec. If it gets dodged/blocked/blinded, then it’s a huge loss for the mesmer.
That’s not true. Setting a high HP bar is just a cheap way to make encounter ‘challenging’. It could even be tedious in the end. Doing the exact same thing over and over without mistakes is indeed skill, but do you really enjoy having that skill. It is a game after all.
It’s not the exact same thing. If what you said was true then players would not be wiping at low percentages of the boss. And yet many did.
Just to list a few ways that can also make encounter really challenging.
Boss has more damage: force players to use more defensive stats, strategy to mitigate damage. Make it harder to achieve party-wise optimal dps.
Putting on a different set of gear makes things challenging your eyes? That’s interesting. It’s not that hard to put a different set of gear last I checked.
Boss can actively mitigate damage(active defence, cleanse condie etc): You need to learn to do damage at the right time to make them effective.
Just a way to increase the boss’ is effective health. While interesting in theory, just ends up making players not use their attacks for long periods of time in which is a lot more boring. We already saw this with the Assault Knights, which many players complained about.
Boss has better AI and trying to focus down low HP, low defence players: Party has to watch their members status more carefully.
Here, watch this video this will answer better than I could: (Link)
Boss has better AI and tries to kite melee players: party has to reconsider strategy and achieve balance between range and melee.
There already is an incentive to bring players using range attacks on Pylons.
Regarding point 1: I already said in an earlier post of the thread that gameplay won’t change much. But you have more incentive to find an optimal stats combination rather going for simple all zerker/sinister. And this is exactly what Anet wants. More viability of different stats of gear
Regarding point 2: This is exactly why the combat in PvP of this game is interesting. People can completely mitigate your damage by just dodge. This makes your think more, react more and make better use of gw2’s action orientated gameplay. I am almost always on my toes in a close PvP game. But never had that feeling in the raid beta.
Regarding point 3: Not sure what idea the video wants to convey. The guy is not providing any argument at all. Not at all.
Regarding point 4: The boss is really just like a moving zombie in the raid beta. In games like witcher 3, you see mobs actively trying to kite you. You feel you have to do more than just maintaining your max dps rotation.
The worst thing they could do is lower the health. If they want to make it easier, they could extend the enrage time instead. The issue with lowering health is that this reduces the amount of time you have to deal with mechanics, and the amount of time that you could possibly mess them up.
That’s not true. Setting a high HP bar is just a cheap way to make encounter ‘challenging’. It could even be tedious in the end. Doing the exact same thing over and over without mistakes is indeed skill, but do you really enjoy having that skill. It is a game after all.
Just to list a few ways that can also make encounter really challenging.
Boss has more damage: force players to use more defensive stats, strategy to mitigate damage. Make it harder to achieve party-wise optimal dps.
Boss can actively mitigate damage(active defence, cleanse condie etc): You need to learn to do damage at the right time to make them effective.
Boss has better AI and trying to focus down low HP, low defence players: Party has to watch their members status more carefully.
Boss has better AI and tries to kite melee players: party has to reconsider strategy and achieve balance between range and melee.
I do agree with the OP though that more damage and less HP can be more interesting. It will probably alter the optimal gear selection. We may see a bit more healing, toughness and vitality(exactly what Anet want, right?). However, the overall gameplay won’t change.
Sometimes I find this dungeon subforum kinda funny. The OP is really just offering some suggestions. However, half of the people regard it as a complaint and trying to teach the OP how2play.
Unfortunately in PvE, it is always all about dps.
You optimize your strategy and composition to reach the best sustain dps. There is way less unpredictable events compared to PvP.
In PvP, burst dps and survivability are more important since you can be sure things will go south sometimes. While in PvE, after you practise enough, everything should be under your control and you optimize your best sustained dps.
Since when is Ele squishy? Try earth and water my friend.
Since Launch, my friend. Slowest HP Pool, losing only for thief maybe.
So you need always keep rotation trough dps/self heal, what makes you sacrifice some combat time, and makes you need always fast fingers.
Ele requiring fast fingers is the most false information. I got scared away a bit at the start because people say this class requires high apm etc. Then after I tried this class(in everything PvP PvE WvW), I realized it really doesn’t require any faster fingers compared to other classes at all. Although you do need to get familiar with more skills at your disposal and practise skill rotation a bit.
So yeah, basically this is a class I thought at first is not for me because the false info of high apm requirement. But now it end up being my second most played profession.
Bleed is really weak now so totally agree the bleed application should be much easier.
I also agree with all your suggestion.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Exciton.8942
This would be an acceptable number.
However, I have heard rumors of it requiring 170 hero points which sounds like way too high for me.
It can certainly work. You will lack a bit of firepower in your burst damage.
PU will help you great deal with other bursty specs. But against sustainable opponents, you might suffer from a lack of damage.
From fav to least:
1. Gravity
Good in both PvP and WvW. Strong CC and good damage. Still balanced for being small and requires 1s cast time.
2. Precognition
Very strong team support and also breaks stun for your self. It is a life savior at crucial moment in PvP.
3. Calamity
Good damage, low cd and useful condition. What more can I ask for.
4. Eternity
A decent heal with some party support. Most useful feature is condie cleanse, which we mesmers severely lack. Overall well-balanced compared to our other heals.
5. Recall
Long cd and a bit hard to use. Could be useful in PvE for ultimate alacrity uptime. Not great but definitely has its niche.
6. Action
Quite surprised to see it’s actually my least favorite well now. On paper, both slow and quickness are strong. But with wells being small, it is easy for enemies to walk out and catching its end after 3 seconds for the quickness is also very risky. Not the easiest well to use. Could see more use in PvE though.
Have to agree that raids with requirement of pushing party dps to the limit. Class balance will be an issue soon.
This raid boss needs about 7k-10k/s per member dps to bring down. It’s obvious that players will gravitate to engi and revenant for that.
Just a random thought. What if we swap the water attunement skills on the focus and dagger?
Currently dagger water skills are defensive and focus water skills are offensive. This seems to be contrary to the weapon design.
I kinda hope the super sustain, 1v1 king ele to be a d/f ele. This way they won’t have the easy disengage of RTL. d/d ele, on the other hand, will have a bit less sustain.
I played quite a bit of dd ele recently. Basically before patch, I do about 35k direct damage and 20k condie damage per game. Now I do about 30k direct damage and 12k condie damage. I think it is not bad for a spec that can also hold point and rotate very efficiently.
Remember dd ele is also one of the easiest spec to play at high level. Many people can multi-class dd ele.
Some other specs, e.g. signet necro, can also be strong. But fewer players have the experience and skill to play it effectively.
This trait line actually already provides two things: 1. party sustain 2. cc
After experiencing the beta raid, I feel the meta will simply shift from zerker to zerker/sinister. Doesn’t sound like that big of change as Anet is describing.
If anything, the enrage timer actually makes damage even more important than before.
On the contrary, I don’t feel dedicated healer or tanker are needed at all. During my pugging, we only had one druid healing and I don’t feel that much HP pressure w/o knowing a lot of boss’s attacks.
Surely, this is only the first boss of raid. There could more requirement for latter ones.
But maybe, just maybe, Anet should tune up the damage and tune down the HP?
(edited by Exciton.8942)
I am fine with Ascended gear as long as there is no more bullkitten AR mechanics related anymore.
Nightcapping is just one symptom of population imbalance.
But it can also happen in the daytime.
The biggest focus of WvW development should be on how to encourage players from both stronger and weaker world to come in and play the game mode and pushing closer to a balance point.
Trying to manipulate the score system to create a illusionary balance is not the way to go. Factoring in population in the ppt gain will only result in a decreasing of WvW population in non-prime hours.
(edited by Exciton.8942)
I thought I read once that the MF buff applies to chest from PvP reward tracks.
Stop freaking complaining damage is high.
It is like the first time all the new specs come into play. Surely people don’t understand the mechanics will die.
Same thing after June patch. People say damage is too high and now everyone is playing easy cheesy bunker spec and face tank all the damage.
I only want to comment on druids position… you’re crazy.
Six Second Daze.
5 Second Cooldown.
GG.
While doing no dps in that form :P
Plus you’re pigeon-hole in Druid, Marksmanship , Wilderness Survival and holding a staff 100% of the time. (Since the Astray regeneration system is bad right now)
Let’s be honest. This is a team-fight game. This skill can be a 6 sec AOE daze can completely turn the tide of a team fight. In addition, you can always exit avatar form to do damage if needed
I have been playing this spec a lot this beta and it works wonder for me. Druid is an amazing spec, period.
I am happy with current state of the class but definitely feel annoyed from time to time by the ungrounded, no-logic QQ.
Luckily it seems like the current devs are doing a good job to keep things in the right way.
Also, it is still a very challenging class to play. We don’t need to worry every player and their daughter start to play mesmer even if the class is strong(like dd ele).
ChronoPhantasma:
Sadly, this trait NEEDS to be nerfed.
I would strongly suggest a cooldown.
Traditionally it has been a noteworthy feat to win 1v2 in sPvP. Currently it is far too easy to completely demolish players up to 1v3 as a Chronomancer.
It is fun, but this specialization is far more powerful than anything GW2 has seen before. It will have to be shaved down before release.
I believe a change to the ChronoPhantasma trait would go a long way to achieving this end.
Amazing work on this spec otherwise Karl & team. Really well put together, adds to the skill ceiling and is an utter joy to play
Not sure about that. Don’t feel like this trait is worth taking. But PvE mesmers desperately need something like that to be even relevant.
Well of eternity feels at great place. You basically pick well heal for more support and condie removal and pick ether feast for larger heal. The former is better in team fights and the latter better in dueling situation
Well of precognition is pretty strong in team fight. I also don’t feel my survivability hurts too much by replacing decoy with it.
Well of calamity does good damage on short cool down. Definitely worth taking and probably be the best in WvW
Well of recall feels a bit hard to use. It does provide a lot of alacrity at the end but most players don’t realize its function yet. The chill pulse feels kinda weak overall.
well of action is decent. But its long cast time makes it a bit hard to use as well.
Gravity well is pretty much the same as last time with a bit more eye-catching effect. It’s best to use in a prolonged fight where opponents used a lot of their cool downs. It has potential to wreck whoever is caught in. I feel it will really strong in a coordinated team. But it’s also high risk skill with long cast time and small radius. I really like the current iteration of this skill. It also gives mesmer the much-needed aoe damage in WvW.
It will be very popular like guardian/warrior/ele. The class is quite versatile and looks to be good fit in pvp, wvw, old dungeon/fractals and new raids.
It will be rather chaotic the first month after expansion hits.
But I am fine with that. Players need new shiny stuff to keep their interest in the game.
We can talk about balance etc after it settles down.
Thief is still very important factor in the meta game.
Every damaging class when designing their build have to consider, ‘can this build survive a thief?’. If not, you may as well just abandon that no matter how good it is in other situations.
If you do nothing but heal on druid, then you play it wrong.
As a mostly solo/casual player in PvE and PvP I hate Druid. Surviving is not fun for me, I chose RANGER as a Range Burst class, for hunting down, and kiting bosses while doing GOOD DPS (not best DPS but good enough for simple casual playing ). Now I have heavy Support Elite Specialization… useless for me, staff no fun.
Its looks like arena goes for Trinity..
People already came up with good range burst druid builds. I have been playing power druid whole night and it works pretty well.
It is really yourself, like many others, limit your own horizon to that druid being a pure healing support.
Looks like minor details like this are not on their priority list. But these things do affect immersion. And how bad the effect is varies from player to player.
The new changes have been really great.
The chronomancer has always been a solid specialization over all three beta weekends. But this time, the well skills got improved and a wellmancer style is viable now. It really brings a new way of playing mesmer. We can provide more support in teamfight and still have decent survivability.
Exciton but keep in mind, he fight Druids and other tanky/healing kitten… Druid basicaly heals 100k hp each time etc xD. Back to Mesmer as devs told… Alcarity will propably be a problem to balance. Its good in pve, but op at some point in pvp. Still… Scrapper hits like instant 7/8 k dmg….
Now he is playing chronomancer. I don’t see it being OP at all. So is it just supcutie being good mesmer from the very start?
As supcutie said, all the elite specialization has been pushed towards a pretty strong level.
Go watch phantaram play his revenant. He did 1million damage in a game. The old meta PU mesmer normally only do 25-30k damage per game. And the immortal dd ele also only do like 30k direct damage + 20k condie damage before nerf.
Trying it out and the pointholding potential is insane, but I find that any class with a modicum of CC combined with burst ends you instantly.
Given that many of the avatar form skills are 1200 range, I really don’t like to play the druid as a point holder. Sure it can hold point. But I can’t find it overtaking dd ele.
I would rather go squishy and provide damage, cc and healing to the team from distance
The troll unguent fills the bar really fast.
I was playing the old LB/GS power ranger with druid line tonight. Worked great.
But perhaps they will never it though. It doesn’t feel their intended way of playing the spec.
I was playing the typical GS/LB power spec on druid tonight. Worked quite well. The immob on crowd control is really really strong. In addition to that, I have avatar form for strong party support and also self heal. The avatar form 5skilll hits really hard.
Haven’t tried full support build yet.