General
- Healing Power scales very poorly. Didn’t notice much different in numbers when using non-healing gear.
- Staff wielding animation is a huge turn off compared to how gorgeous the rest of the druid is. Would recommend using caster wield animation
- As a Ranger I felt very segregated from the Druid spec. It was difficult to find a trait line to compliment the Druid, and none of my other weapon options complimented the build. I think adding a damaging component to AF generation could help bring the Ranger closer to the Druid. The glyphs however are useful with other Ranger builds.
Staff
- Solar Beam is strange. You can spam it out of combat to generate Astral Force as long as your pet is around, but does not have the same effect with players while out of combat. Doesn’t seem to be working as intended.
- Skills 1 and 2 on staff feel somewhat incomplete. Solar beam applying slow vuln would be a nice addition. Astral Wisp applying a burn on application or a burn when the wisp is finished would be interesting as well.
- The rest of the staff is a lot of fun and very beautiful. The animators did an amazing job.
Celestial Avatar
- The first skill, Cosmic Ray, is very awkward to use given its small radius and the chaos that is usually happening in combat. I found it very difficult to actually heal my team with this skill. I think removing the cast time and adding aftercast would make it a lot more 3effective
- As stated in the stream, Seed of Life is definitely missing something. Would be interesting to see it produce either a blast or a water field. Both would be really interesting but maybe a little OP.
- Building Astral Force feels very inconsistent. By making healing the only viable way of generating AF, the Ranger is very segregated from its elite spec. There were times as a DPS Ranger that I wish I could have went Celestial for clutch moments where my team needed extra support.
Glyphs - I like the glyphs, most are a solid option across all build types.
Traits
- Some of these are oddly placed. Most notably, Natural Stride should have been made a GM minor. It’s very situational and by the time I’m in combat, I don’t need it anymore, and have now wasted a trait. Natural Mender would be a great choice to swap it with. It’s weird having such a passive trait not be a minor.
Pets
- Not much to say here, I enjoyed all of the new pets.
Overall, I think the Druid is headed in the right direction but needs some serious grooming of its numbers in regards to heal power scaling. All of the other professions have very good play between their core and elite specs, however Druid feels like a complete package and a step away from the Ranger. I think adding a meaningful way to generate AF outside of healing would do the spec and Ranger profession great justice. I like a lot of the traits in the Druid line even for my core Ranger, and I would hate to take the Spec for the traits knowing that its core mechanic is not useful to me.
Not only is it beautiful, but the ambiance is absolutely perfect. The density is amazing, and the feeling of something always behind your back is completely immersive. The mood is perfect, and the tone of the NPCs right before night falls makes you edgy and a little uncomfortable, just as it should.
Amazing job, I love the map.
Nice, I should pay more attention.
This is a good suggestion.
It’s tough. The Druid isn’t doing well with weapons besides staff. Could go Longbow for the soft CC on Barrage and the knockback, or for kiting purposes.
Oh haha the first time I clicked it it turned purple and then looked like the normal text, wow I’m tired.
Definitely lower numbers, but still just as fun.
Very exclusive to staff. The class feels great until you switch weapons, then it feels completely uncomfortable.
PLEASE change staff wield animation to caster version.
Great, thanks!
Have we been given an in-depth look yet at how raid loot will be allocated? Will there be a chest after each boss like the current design, that everyone can loot? Or Will there be a system similar to other games that require distribution among the team?
Thanks, and sorry if I over looked the info!
Oh nice it’s actually pretty simple. Thanks everyone! The Rev just seems to have a lot going on, more so than other professions at least. I might actually take my time leveling this one instead of blasting tomes.
Thanks again for the explanations
Hi all!
I played the last BWE and checked out Herald, but I didn’t really understand what was going on with the Glint and F2 skills. Can someone explain in a simplified way?
Thanks!
I think while Roy was the one to implement the change it was likely at Peters direction.
That being said the ranger community puts up with things a lot better than most of the other profession, even those most other profession get some warning and time to discuss changes instead of hasty knee-jerk reactions.
John Peters isn’t with ANet anymore.
He said he was excited to finally begin communicating about Ranger and Druid. Is he going to pop in soon?
Thanks Gaile!
You realize Mark K. is the forum communication guy and not the Ranger dev, yeah?
Ideally there would be a power major & ferocity + condition damage minor stat set. That would give reapers the best damage, but since it doesn’t exist the strongest you can get is berserker gear + greatsword (gravedigger spam <50%) and dagger/X (>50%). Alternatively, you could opt for valkyrie armor and berserker trinkets and still have a 30%ish crit chance (80% with decimate defenses & 100% with fury) and not really lose any damage but gain some health.
tldr; obviously power
Would Sinister work well?
Not necessarily, our traits take care of most of the precision we need. With the current available stat archetypes, we are lacking an ideal set with ferocity.
When their raids turn into dungeons 2.0 maybe they’ll think about it. I’m so bummed out about this.
You will be banned for using any 3rd party mods
@Setz, how is that not a better deal than having to find TWO of the same profession running exactly the most optimal builds?
It looks like OP thought he could post a link to a live stream
How incredibly disappointing. It’s so obvious, why this is a bad idea. Their reason is basically they don’t know how to balance around diverse groups because they allowed the current meta to persist for so long. What a joke, I’m immediately turned off of raiding now. I was so excited to be bringing my Necro/Reaper to the group.
I haven’t seen this skill used for anything other than a stomp. I was looking over some older skills from GW1 and I think Tainted Flesh and the old Disease mechanic is great inspriation for a worthy Plague elite.
Concept
Plague should be a skill designed to manipulate conditions and serve as the lynchpin to the condition necro builds. I think this was the original intent of the skill, but as is it’s so weak that it’s only used for a quick stability. Plague should be used as a way to not only apply conditions, but keep them applied as well, through reapplication duration increasing, and boon flipping. I won’t be adding numbers suggestions for durations, cooldowns, cast time, or percentages to skills.
Plague Passives
- Conditions you apply to yourself have 100% increased duration.
- Foes that strike you are poisoned.
- Foes that strike you bleed
- Foes within 300 range are weakened
Plague Actives
Plague Skill 1
- Copy conditions inflicted to nearby foes to yourself. You become vulnerable for each condition copied.
Plague Skill 2
- Transfer conditions from yourself to nearby foes. Foes become vulnerable for each condition transferred.
Plague Skill 3
- Copy conditions from nearby allies. Allies gain regeneration for each condition copied.
Plague Skill 4
- Corrupt 2 boons on target foe (CD inline to allow only 1 -2 uses per Plague CD).
I know this somewhat goes against the team philosophy that ANet spelled out in regards to Mallyx mechanics, but I think given the fact that these proposed mechanics revolve around a single skill rather than a playstyle, it’s a little more reasonable. It’s also within the realm of the Necromancer’s current themes in regards to corruption skills.
Is it OP? Is it just dumb? If it’s decent, throw some numbers out there to make it realistic and viable. Let me know what you think or if it inspired some better ideas for one of our most iconic skills.
Thanks guys don’t be too rough
lol taunt and slow procs? please.
It was working fine yesterday, but now it only interrupts and doesn’t pull. Anyone else experiencing this?
They call that baby Gravedigger for a reason, boyyyyy
Do you want it? Then yes.
Do you not want it? Then no.
Bongo the One-Eyed, LoZ: Ocarina of Time reference pls?
I’d like to hear some higher level thought on this too. I run Valk currently because of Death Perception, but now the crit matters outside of DS. And with the way RS is being eaten up so fast, i feel like I need the extra vit.
well they have to change that or reaper is useless
Chilling Victory gives might when you hit a chilled foe. If this was a party wide boon it would be great, because it would actually give a reason to chill things. Then again I am in a dungeon mentality so hopefully chill is meaningful in new content
The combat and damage changes are great, and fighting with the GS is a lot more fluid.
However I still feel like I’m not bringing anything helpful to the fight besides damage. Chilling Victory applying affecting my team as well, like a sort of Necro Phalanx Str would make me 100% happy with this spec
Hmm, I set Chrome to default/protocol default, and still not working. Any other suggestions? The /wiki command works when Edge is default, but not Chrome.
my /wiki command is not working. I assume it has something to do with me changing default browser, I kind of remember this happening in the past but I don’t remember how I fixed it.
Thanks!
I’m not really sure what the Reaper is trying to accomplish. There has been the obvious problem of the GS power not compensating for its speed, but even beyond that I feel like it’s just another trait line, without giving any meaningful addition. The shouts are incredibly underwhelming in effect and in cast/cooldowns. They’re just shout versions of what we already have.
The Reaper Shroud is pretty good but I think there should be a better synergy between it and the GS. The theme is apparent, but the execution is not. GS needs some LF gen on auto attack, and that combined with a boost in speed will make it a great companion to the new shroud.
Chronomancer is the template that should be used for all elite specs. The insane utility it has both personal and party wide is what I expect from each elite spec, and with the Reaper it just doesn’t exist. More of the same boring, strictly dps dealing Necro that we have had for years.
I’m not really sure what the Reaper is trying to accomplish. There has been the obvious problem of the GS power not compensating for its speed, but even beyond that I feel like it’s just another trait line, without giving any meaningful addition. The shouts are incredibly underwhelming in effect and in cast/cooldowns. They’re just shout versions of what we already have.
The Reaper Shroud is pretty good but I think there should be a better synergy between it and the GS. The theme is apparent, but the execution is not. GS needs some LF gen on auto attack, and that combined with a boost in speed will make it a great companion to the new shroud.
Chronomancer is the template that should be used for all elite specs. The insane utility it has both personal and party wide is what I expect from each elite spec, and with the Reaper it just doesn’t exist. More of the same boring, strictly dps dealing Necro that we have had for years.
Stopping by because username
My game is running fine but my TP is absolutely terrible. Slow to load, and clicking “sell instantly” is listing my items. Feels like I’m running a browser with a billion tabs open.
Weapon swap added! I’m blown away. This solves the Revenant’s main design flaw. <3 you guys
Something like this came up before with another app that used GW2 entire interface. Maybe send it to support@guildwars2.com?
Extremely fun to play. The animations and weapon utilities clearly go in a different direction than the original professions.
The one thing that worries me is how directly the trait lines follow the theme of the legends. With the patch that brought specs, most specs are viable regardless of build, with a great sword or a mace trait here and there. However it seems like the trait options are going to be pigeonholed based on what legend you choose, rather than having real choice.
The DPS is low but I saw in the other thread to not count it out yet due to not seeing the DPS spec. I think that’s great, but when it does come along I’m afraid that having the DPS legend with another legend will cause some sub-optimal builds due to how specific the traits are. I’ll reserve judgement until we see the whole package.
As is, I think it’s a fun class but has too many “moving parts” that make the builds seem bloated. I’ll reserve judgement until we see the whole package.
I think it’s awesome that we are seeing some people from different departments talk about their work done on the game. Usually when I think about ANet as a development team it’s hard to imagine faces other than the handful that we see most frequently.
Having Drew and Jerry on the show was awesome and so interesting. I look forward to seeing more of ANet on the program!
Thanks for the awesome hard work you guys put into making the sounds so unique!
You’re about two weeks late for the hate train.
…other side of the wall…
Incoming “This is an unintended effect of the transfusion trait. A fix is going out in the next build.”
“The bad: You played that episode out of linear order and it confused you”
That is going to be the situation for everyone who missed out on LS1, because guess what, that means they’re playing the story out of linear order (because a large chunk of time/story is inaccessible to them) and every single one of them is going to be confused. You guys screwed up.
Considering all the people that just bought the game with the HoT prepurchase, this mass confusion over LS is going to be unprecedented. It’s going to wreck the perception of the story and GW2 lore for players that haven’t been exposed to it.
It would probably be a really good idea to have a team make a recap cinematic or even put in a readable text option to at least give the people some idea of what’s going on that will release along HoT as part of the end of the personal story. These forums are gonna be wild.
This game’s issues will always be the fact that it’s not optimized for 64bit. The best rigs will still crash at populated world boss events.