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Urns and Shroud are not a great comparison. Its not something I’d consider related thematically or mechanically. Item Spells were something unique very unique to GW1 and difficult to replicate. Thief’s Stolen Skill is the most true, but also very weird to try to implement. After that, Banners or Conjures would probably be the best as they’re supposed to be skills you’d slot depending on your build, not so much as a profession mechanic.
I’d agree Spirits are probably the most defining of the Ritualist, which are best represented as Turret-like summons. Of all possible Spirit iterations, they would fill more of a niche in the Revenant than the Necromancer. Looking through both the GW1 and 2 Necromancer, they still have the concept of Orders which hasn’t been fully explored yet. Orders are easily recreated with Venoms. One could transfer conditions for x attacks, and another could remove boons for x attacks. Both are very fitting for the Necromancer style.
In the realm of GW2 Weapons, Dagger would be perfectly fine for a ritualist as the imagery is present in many icons. That would leave Dagger MH Sword OH oddness in a Revenant, but its not exactly out of the realm of possibility. Scepters are also very much an option for Revs. Just because they might not be as iconic as a staff doesn’t mean they aren’t iconic at all. Torch isn’t that fantastic thematically but a lantern skin would be very nice for more than just the Rit spec itself.
Edit 2: Euratien is banned from this thread.
What is this sorcery?
Am I the only one who feels this way?
Yes. None of what you said is universally, or actually for that matter, true.
A Ventari based healer should expect to have close to 100% allied healing output in a final build. Other traits are also there to give you options like additional healing sources, personal sustain, or traits that don’t require Centaur Stance at all.
You’ve never played a necromancer, have you? Thats like a good chunk of our traits that care about
entering orexiting shroud.
So this is the direction we’re going in this conversation is it?
You don’t proc effects by activating an Item Spell, so only exiting Shroud would drop your list to
Not only that but Urns gave passive bonuses as well. Something shroud also does.
https://wiki.guildwars2.com/wiki/Rending_Shroud
https://wiki.guildwars2.com/wiki/Armored_Shroud
https://wiki.guildwars2.com/wiki/Deadly_Strength
https://wiki.guildwars2.com/wiki/Unholy_Sanctuary
https://wiki.guildwars2.com/wiki/Unholy_Martyr
https://wiki.guildwars2.com/wiki/Speed_of_Shadows
https://wiki.guildwars2.com/wiki/Vital_Persistence
https://wiki.guildwars2.com/wiki/Death_Perception
All this is telling me is that Urns would conflict with Shroud traits at a conceptual level, unless implemented as something other than a Transform. There isn’t an Urn that I would consider defining, so I wouldn’t expect Death Shroud to ever be a specific one of those Item Spells. The most mechanically translatable aspect is the Thief’s Stolen Skill as: its classified as a bundle, there are multiple, and you can code effects for both holding an item and activating it. Whether or not you’d want to encroach that much on the Thief’s niche is debatable, but it would be the most true to the GW1 Item Spell.
how do you know he crafted them? I got 4/6 armors and 3 weapons through chests. All my trinkets were from laurels. Maybe he has lots of gold and crafting them wasn’t a big deal. Regardless, he’s asking for an off meta build and happens to have ascended gear available to him.
He doesn’t have to justify his gear. When I want to try something new, I’ll stat swap and mess around. It’s still ascended gear but just because they’re ascended doesn’t mean I care what’s currently meta.
You’re going to want to rethink that entire post
Loving these replies so far
Seriously though, what’s the current word on Celestial Revenants? Are they a thing anymore?
I like the idea of Celestial. I couldn’t say how much of a thing they are, but you can definitely make use of the majority, if not all, cele stats.
Exotic to Ascended is only a 5% difference, and armor+ weapons are roughly 50% of your expected stats. I cannot imagine that you both don’t care about meta and find it deal breaking to be down 2.5% in a few stats.
I don’t like it, so it must be trolling
This cannot be explained enough and this is nothing the Ele community must become aware of
We really have devs in charge with a strong bias against eles, there is not much we can do other than make this a public knowledge
What… rumors and emotionally charged accusations?
Ritualist defensive/support spirits also didnt do aa damage (only the offensive ones did). And if a necro would get spirits as utility skills (e.g ritualist e-spec) i would assume it will be more defensive/support ones.
Spirits could be any combination of Damage, support, or both. A prospective Espec might have SoS and 2-3 support spirits, or it could be all damage only, or it could combine an offensive with a support. There are a bunch of different possibilities.
Mechanicaaly, what are supposed to be the replacements for Urns in GW2 are kits. The engineer kits specifically. Essentially I’d say anything that is a glorified weapon swap could be considered similar to an Urn in concept. So yes, conjures, banners and shroud would count as well. Shame that Revenant doesn’t have anything like that. Kinda thought they would when they only had one weapon, especially with how shallow their weapon selection still is.
Not at all. Urns never changed your skills (largely because GW1 didn’t have that mechanic period). An Urns power came from holding or dropping the bundle, which is not at all how Shroud works. Even more than Conjures, I think Banners fit the Urn theme most closely. Banners’ benefits are loaded into their position and are most beneficial when unwielded. They’re provided nominal skills to make carrying the banner not completely worthless. An Urn could definitely have its emphasis placed on being carried and also when dropped. Cruel was Daoshen or Defiant was Xinrae are good examples of both having a wield and drop effect.
Ritualist Spirit Weapons would likely be well represented by a mechanical combination of Conjures and Venoms. Compared to Banners, Conjures have more emphasis placed on actually holding the item and using its skills. Many Spirit Weapons also had hit limiters a la Venoms while providing very Venom-like effects (Nightmare and Splinter Weapon), much more so than the 15-25 skill use limits conjures have.
Shroud is much more like, and classified as, a Transform. Much more Ursan Blessing than anything else. GW2 bundles are Conjures and Banners among some other things. Those definitely leave space for some very interesting Urn-like mechanics.
Gyros don’t have aa damage. They’re a mix between Signets and Guardian’s Spirit Weapons. By comparison, Necro Minions are the premier form of AI.
^ With Strength runes that gives you 10s per stack. In group PvE you should assume 100% crit chance after party buffs.
Boon duration, 100% crit, and aoe are all that’s needed. If a Herald is present then even less boon duration and Might is needed for party wide capped stacks.
Urns, Spirits, and Spirit Weapons are probably going to be mutually exclusive regardless of class. Spirits could be both offensive and defensive, but I don’t know if that is necessary. A Revenant could pair Ventari and Togo for healing and AI damage just like a Necro can go Blood/Minions with Cleric or Apothecary.
There’s also no reason both Revenant and Necromancer can’t get Ritualist themed specs. Revenant might get Spirit Spam, and Necro might get Urn healing support. Necromancer already had the AI niche filled, but doesn’t have bundles. Revenant arguably has bundle-like intersections in Ventari, but definitely has no AI.
Primary Class mechanics have all been the F abilities. Steal is the Thief primary class mechanic, not dodges. Again every profession got brand new primary class mechanics except for thieves.
Not every elite spec is going to alter a profession’s primary mechanic. This was stated from the very beginning of HoT development.
Engineers didn’t get a new primary mechanic because of their elite spec. They get the F5 without Scrapper.
Daredevil grants 50 endurance on Steal, thereby tying primary mechanic with elite spec theme.
It’s an icd of .5s, so make sure you take that into account.
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Pre HoT Beta: “Wow traps? Longbow? Lololol they just make us like Ranger. Traps suck you can just walk around it, they’ll never pop or be a threat DH sucks. Just look at Thief and Ranger, no one ever uses traps. Trap heal? It’ll never work useless skill no one will ever walk on it. GW2 is a mobile game just walk around the trap free kill. Lol who put ward on LB it’s useless, AA sucks weapon is trash.”
Post HoT: “ZOMDG!!1! DH is so OP I mean traps everywhere I literally cannot even. It’s impossible to dodge I can just not step on a trap. It’s just instant damage unavoidable. Who thought this was a good idea just place infinite traps and instantly blow up no counter play. DH can just spam Killshots forever while you’re trapped for a million seconds. It’s so OP”.
Never change GW2
Right now DHs have a very OP bug where they can drop all traps at the exact same time, and they can drop all traps while stomping. so this may be why you are having a hard time.
Just wanted to come and point out this isn’t true, and the issue has been resolved on the Guardian forums.
I know OP doesn’t want to hear this but to beat a DH you have to be literally better than them.
This is true of almost any fight, regardless of class.
Well they didn’t give a new class mechanic like everyone else so sure.
Augmenting dodges was literally their mechanic
Balance is done by a team.
They have the information to show how it interacts with all the other professions
They actually do use that info to make balance changes
Just because you think something is wrong doesn’t mean it actually is.
Piercing on Pistol wouldn’t be for the aoe primarily, but to guarantee your damage hits your intended target.
Though even the lack of piercing could be a balancing factor, considering the ranged burst you can unleash.
Change for change’s sake isn’t a good policy.
All of that is just opinions. A Revenant could easily channel Master Togo and have 6 Spirits (Turrets), Ashes (Bundles), or Spirit Weapons (Venoms) and each of those options could play wildly different than Herald or Ventari. And, they aren’t even relegated to be support oriented. Each of those concepts, plus many others, could very well be damage or control based. There are a variety of ways it could be designed and done well.
Especially the offensive Spirit Spammer. That’s something I can envision being accomplished by the Revenant. Your utility slots can be any combination of Pain, Shadowsong, Vampirism, Signet of Spirits, or any other damaging spirit. Unlike engi turrets and their boons/reflection, the spirits might be focused on providing debilitating conditions like immobilize or dazes. They might also have a flip skill to Rupture Soul, mimicking the turret detonation. Your heal can be Consume Soul or Spirit Transfer, and your elite could be Summon Spirits or Signet of Ghostly Might. You could have traits that replicate Spirit’s Gift and Explosive Growth. You might also have traits that affect Spirits, like Spiritleech Aura or Armor of Unfeeling.
All of the above is, at worst, easily translatable to GW2 mechanics. It would fit aesthetically, bring a new playstyle mechanically, and could definitely be a joy to play. It wouldn’t be any more hoops than what Engi had to jump through for Gyros, or Warrior justifying a second set of physical skills.
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The Engineer with turrets was specifically said to have been inspired by Ritualists during development, so there’s that. Revenant was also stated to be inspired by Ritualists during its reveal. Ritualist was stated to be similar to Necromancer during its reveal however long ago.
Of all the possibilities, I’d rather have Revenant get a Ritualist-themed Espec. But, its not like anything is impossible when Anet controls their own lore.
Their community votes, which is the best way to determine Meta. Its a popularity contest after all.
So I have noticed that some other classes get some of their ranged attacks ‘unblockable’ and the reasoning that keeps coming up is that it’s important for the ability to land for it’s mechanics.
That’s not the reason they’re unblockable.
Because the GS trait and food have no cooldown and 1s cooldown respectively, you should be critting often enough that you can fit 25 procs within 6+Might duration seconds.
The RNG bounce and how it interacted with each individual skill was what made the trait weird.
I think we can also all agree that with Daredevil and the trait changes since the removal of Ricochet, we have a lot of options to build around as it relates to P/P.
No, they do nothing. Just because some things get shiny new toys, doesn’t mean everyone has to get shiny new toys. That’s not how balance works, especially not in a living MMO.
Dadnir you do know that Lily is citing the gw1 manuals? So how it that not the lore of the professions?
Lore has been changed and retconned since GW1. Not all lore will stay pristine.
Wild Magikarp has Pokemon themed pets:
Cancerous Skorupi – Devourer
Shaved Stoutland – Drakehound
Spoopy Mightyena – Wolf
Aquatic Ursaring – Brown Bear
Fedoraless Honchkrow – Black Moa
Naked Mandibuzz – Pink Moa
Admiral Overbite is Transformers themed as per guild regulations:
Redwing – Red Moa
Razorclaw – Tiger
Symbol of Blades actually has a cast time, around 1/4, as it starts after the attack finishes. The 0 cast time refers to the instant blink.
Can confirm. I had my symbol interrupted twice on patch day. It’s some knowledge worth knowing.
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Symbol of Punishment: low cooldown, hits multiple times, relatively short cast time.
Literally every symbol
mongolian samurai is a fun contradiction too.
His name is Prajeet. He’s half cow and half boy and I’ll thank you not to mock him
will provide a lot of Vigor so don’t only be like an Indian and Cowboy. Be a rabbit as well.
Are you saying I need to copulate?
I too, like to do 33k damage in an auto attack
It does need this back. Right now I sit behind illusions and absorb every projectile from any ranged class. It feels kinda cheep that my illusions actually have the bouncing attacks and not thief.
Thinly veiled attempt.
Pun is intended, humor is not
Only 2/5 are villains. Then again, 5 isn’t a particularly large sample size
I forgot to add Retaliatory Subconscious (Major Adept on Virtues) to the list. I even forgot that this trait exists. This trait is really underwhelming and if you equip Hunter’s Determination (Gain aegis and drop a Fragments of Faith trap at your location when stunned) the Aegis from this trait is useless. I not even consider the retaliation part. Maybe reduce its cooldown to 10~15 seconds? Or add another boon/effect when stunned?
I’d personally have it activate Virtue of Courage. It would increase the traits cooldown to match whatever version of Courage you have, but you’d get your aegis and retaliation plus also get more frequent activation/uptime of VoC. If double traited, then you’d get your stun break and stability too.
I can endorse this proposal, but with the following changes
Gyros were inspired to work like Spirit Weapons I think, so they should be closer to Gyros rather than Minions. With that in mind, make their cast times reflect gyro cast times (more instant than not) and significantly reduce SW cooldowns to more closely match Gyros. Or, make them much closer to Minions and remove their auto death. Either way works. If more Gyro, lessen the command skill cooldowns and summon cooldowns. Of more Minion then keep cooldowns the same. Only minorly increase their defenses.
I agree with the Sword teleport
I also agree with swapping Hammer knockdown on command with 3rd auto knockback. The command should be the knockback.
Bow should attack enemies and pierce for low damage each, removing conditions as normal.
Shield should completely swap active and command properties. Attacks enemies on its own for weakness and allied aegis, and create the bubble on command.
Spirit Weapons don’t have great synergy, have the combined disadvantages of Gyros and Minions without either advantage, and their trait interacts poorly with Shield and Bow. These changes would fix those problems while keeping majority of original design.
I’d like (in reverse order):
- An update for old design relics. There’s a bit of stuff in both traits and skills that just don’t quite fit in the current game. Skills like Orb of Light, traits like Healer’s Retribution, and anomalies like Retribution erroneously increasing Sword and Spear damage.
- An improvement to Signets. Signets are kind of all over the place, with two dealing with CC, two dealing with rez/heal, and one granting retal. They also don’t need Light Aura from their trait. Wrath of Justice is a really good trait, so it should stay. Something along the lines of Warrior’s Signet Mastery should be the inspiration for replacing Perfect Inscriptions.
- An improvement to Retaliation. Retaliation should be something you actively want, not something that just happens to be included. There are a few ways to do this like changing Radiant Retaliation to scale from both Power and Condi, changing the proc rate, and removing the 33% damage reduction in wvw/pvp for starters.
- An improvement to Spirit Weapons. I don’t need them to change drastically, just to fulfill their design better.
- People to stop complaining about stupid things.
The auto already grants 3 adrenaline with Crack Shot. Do you really need 15 adrenaline per?
i dont understand why they got rid of ricochet to begin with? it was a very popular trait (among the 5 people that actually played p/p)
Ricochet was really odd to balance around. It worked with some projectiles, but not with others, and each skill had wildly different results based on how much they ricochet. Ricochet had a 50% chance to bounce to another target, up to 4 total hits. Each bounce had its own range and wouldn’t re-hit a previously hit target. Head Shot could potentially hit 4 targets, and if we had current Unload with ricochet, you might possibly get 25 Might from a single cast. Shadow Shot would actually teleport you to the last person hit with the ricochet bullet, so who knows where you’d end up.
Ultimately they decided they wanted Pistols to go a different direction. Ricochet allowed pistols to encroach in shortbow’s niche of aoe ranged damage. From removing Ricochet till now, they’ve significantly increased pistol’s single-target capabilities, especially P/P. P/P is actually fairly viable in many areas of the game, much more so than when Ricochet was around.
Ricochet doesn’t actually need to come back, but I wouldn’t complain about getting a piercing effect for linear aoe purposes.
And before anyone says anything, I played with Ricochet extensively and loved it. It just doesn’t need to come back.
You can also completely forgo Unload entirely and run condi p/p with Bounding Sneak Attack and Head Shot to proc both PI and Pressure Striking. Combined with the interrupt sigils, it makes for a very interesting hybrid rupter set. Its also something that pairs well with s/p. There are a lot of interesting things you can do with p/p that don’t revolve around power unload spam.
d/d has slightly less diversity, but you do have your power d/d and condi d/d options, and those can be built slightly differently from each other.
I can already guarantee this won’t be the best Staff-P/P build out there, but it’s very similar to what i run myself. The best part about this build is that you can facetank with it because literally everything you do heals. Attacking heals, critting heals (which you do 100% of the time with Fury), evading heals, spending initiative heals, lifesteal heals, etc. And because you’re critting 100% of the time, you’re doing double damage 100% of the time, self-buffed. If it’s really too much healing you can always swap Invigorating Precision with No Quarter for your Fury upkeep and you’ll be golden.
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It’s like you didn’t even understand the changes. Guardians are upper echelon damage dealers and currently have 3 builds all right near each other in dps. The reason you aren’t getting kicked yet is because people with a brain know that guardians are actually desirable in all forms of pve. And the presence or absence of kicking is a poor metric to measure by, because only the most inept at team building kick.
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I like when people at least make an attempt to speak english
Pro tip:
Your personal experience with the game does not necessarily reflect the views and opinions of Anet. Especially not with all the data they gather from every profession and every game mode.
Tomes can evolve into something better now with Elite Specs.
FmW is a perfect change. Signet of courage is alright, but has a lot going against it.
It would be reasonable to assume the Thief would still be stabbing. But the benefit of stealth without landing CnD is a big one. At what cost would it be reasonable? Evidently 6ini and landing an attack cost too much.