Wouldn’t mind getting an actual login screen similar to the one we had in beta, was so sad when they removed that https://www.youtube.com/watch?v=aQ5aUYNjUok
Shatter and phantasm is basically 2 main categories that any build can be put into and is a huge difference in playstyle, and thus also in traits and stat choices, but can more of less work with just about any weapon equally well. And well since you have ascended accessories you must be lvl 80, and thus i would think you should have played a mesmer long enough to really know which of the 2 ways you like to use the your illusions most. (keep in mind even a shatter build will often let phantasm at least get the first volley in, and in some rare cases maybe even let them stay up longer because of certain circumstances, and phantasm builds will often also when the target ids near death at least take the last bit of them off with a shatter, so one style does not exclude the other but you gotta pick one to focus on really)
well first of would be nice if you looking for a shatter build (ie. summons a steady stream of clone whos main purpose is to run to their “death” via your shatter skills (F1-F4)) or a phantasm style build (ie. summon mainly phantasm and keeping them alive to do a lot of dmg with their attacks)?
Really like this idea, though I would be in favor of them being rezzable in the first place being tied in with escort upgrade. so no escort and they die permanently as soon as they are killed. Now with escort well if you leave the guards alive, they will rez the dolyak, If you kill both the dolyak and the guards. The corpses would still be there for some time for other players to rez (not sure if you would be required to rez the guards as well manually or if they autorez when dolly is back up though)
the weird thing about that fury you steal there is, I tried it just now too, stole a 1h20min fury from one, and then after killing it and 2 of its friend, I had a remaining duration of 29min fury on me (I did check it right when I stole it and there it matched fine with the 1h20min fury i had) so either I somehow manage to have fight with 3 skales that lasted about 50min or something really weird is going on there
As for boon duration the only limit is that you can only stack it 9 times, there is no limit on the length of any stack
Source: http://wiki.guildwars2.com/wiki/Effect_stacking
(edited by GummiBear.2756)
Also guild halls would be kinda weird to be locked behind xpac imo, since well one of the things they mentioned were that they were a place to gather to organize guild missions… well that wouldn’t quite work if ½ the guild (or however many dont have the xpac in the guild) cant access it
This is just a pretty run-of-the-mill maim build. If you look around, you’ll see quite a few similar variations of this build posted and discussed on the forums. This isn’t really anything new/unique/special, I’m afraid.
With regards to sigils, usually you’ll get more mileage out of doom sigils than bursting sigils, as the pressure and utility from poison outweighs the slightly higher ConD of bursting.
well to be fair you dont have many option if you want a maim shatter, since well you need maim, and due to shatter you need DE as well, which leaves you with 4 points to spend to your liking and 3 major slots to play around with as to what you want in them, but cant actually disregard you need those major sots due to maim and DE
Why i 'quit' and can HoT bring me back...
in Guild Wars 2: Heart of Thorns
Posted by: GummiBear.2756
Compare that last thing to GW2, if a dagger/dagger power build gets nerved due to structured PvP troubles; everybody in the PvE world will have to get a fully new set of armour, trinkets and weapons. In GW1 you maybe slotted another ruin, bought a new lvl20 weapon in the trading cities and off you went. Well tbh. if you main-ed a profession it was more likely you already had a set of weapons for every profession stat-line, because you would need it in places where a different build was needed…
Sorry but that is just a no, plain out no, if they nerf a dagger/dagger build that measn you swap around some traits (which are 100% free and can be done at anytime) and maybe get a new weapon with same stat combo (berserker or assassin most likely), which if you are an any decent player you keep one of each weapon around of all weapons you can use for cases where your usual weapon is not effective (like a melee weapon against perma reflect mobs or something like that, if you main weapon is a ranged weapon), armor and trinkets would stay the same, they would have to make HUGE gamewide changes to actually have ppl need to swap out all armor and trinket, not adjustments to a specific build
i suppose yeah if it hit an npc it could have helped the thief rally, on the other hand though it can also be lucky and give you a block which would prevent CC on you so you could finish the stomp
personally i use 1-5 as they are, WASD to move and then 6-8 are on QER.
my heal and my elite are on the side of my mouse (there are many mice that really have 2 side buttons without being an expensive gaming mouse, but these could easily be relocated to something like Z and X or similar, which i dont use. also got my dodge set tp tilting my mousewheel to the right(another function many mice really have), this allows for very quick dodging, but something like V for dodging could work just as well. Also the f1-f4 i personally feel is too far away from WASD to use fast enough so i bound those to shift+1-4 (though a few times in the start i ended up pressing shift+f4 by accident, but i learned pretty quick to NOT do that xD)
on the topic of dodging you do yourself a HUGE favor by binging dodge to a single key instead of double-tapping. First of all it is just quicker to press once than twice, second you dont accidentally dodge off a cliff and die. and last but certainly not least it open up the possiblity of diagonal dodging by holding down 2 movemement keys (like WD) while pressing dodge, meaning you get DOUBLE the amount of directions to dodge than with doubletapping.
Also yes Ojimaru.8970 while back-pedalling is rarely a good idea (though i argue there are occasions when it is useful), by not binding backwards you also remove the option to dodge backwards, diagonally backwards (both diagonally left and right), meaning that is a total of 3 different dodge directions you missing out of, and thus is a LOT of control over where you end up after you evade enemy stuff etc, you are doing yourself a HUGE disfavour unbinding backwards
Would actually be kinda cool if the new map was kinda like an extension put on each of the 3 “borders” where the permanent spawn are of the EB is right now, making it essentially one big map, instead of 4 small maps(which is what i believe you meant with the first part of your 2)
Not to mention, I probably would just say Anet shouldn’t release any new race at all if that race is going to be a copy of human but with different color skin (they could put that in the makeover kit!). Nah, it’s just be wasted time and effort if a new race is just reskinned human.
well Sylvari ain’t exactly “a copy of human but with different color skin”, yet are very much humanoid (though i give you Norn are just bigger humans)
Personally i would simply LOVE to play as a skritt
Also.. if they add em.. they need to refit aaaaaaall the armor in game to go with them… so yea.. sorry for dream crushing but im 99% sure there wont be any tengu. Maybe another humaniod race.. but surely nothing “beastly”.
They would have to do that with any race humanoid or not, not one of the races in the game share the exact same armors, not even humans/norns/sylvaris, so yeah
reset to first login reward, once you get the last in the list
The numbers will show that, regardless of the situation, you get more healing from Ether Feast. What the numbers don’t show is one common situation that makes Signet of Ether better. Ether Feast’s heal is an active one with a hefty cast time and very noticeable animation but Signet of Ether’s passive is strong and can’t be interrupted. You can use that to your advantage.
For example, there was one match where a thief in berzerker armor sucker punched me with a backstab. I was wearing full rabid armor so it only took half of my health. Not even 20 seconds later, that thief was downed and I was back at full health just from the signet’s passive. Personally I feel the real reason I won that battle is because no one expects a mesmer to cap bleeding and that thief clearly specialized in raw burst damage, which just doesn’t work on me.
That being said, the Signet of Ether is VERY powerful when combined with high toughness. All you have to do is avoid the big hits. It’s strong enough to power through the little ones while allowing you to focus on damage. That shouldn’t be underestimated.
Well i would say kinda the reason you stated for the healing part of the signet is actually what makes ether feast better in many situations, i dont belive in that specific situation either heal would have made much diff in that situation you described, but, say he had managed to get you to about 10-15% health instead (or they could have been 2 thieves doing the same as he did or something) then the signet wouldn’t have saved you at all as they would just outdps its healing, where as ether feast might because it is a burst of healing, as long as you could survive just about 1-2 second, you could have gotten 1/3-1/2 of your health back, and we all knows once backstab thiefs loaded all their burst they dont have much left they can do
Signet of the Ether passive heal with 3 clones equals to Warriors Healing signet, so for PVE it’s very good choice.
Except they use heavy armor and they jsut need the skill equipped to ahve that rate, where we need to ahve 3 clones up (and in any PvE content where you really need a heal that is almost impossible to have full time, let alone if you play shatter build)
Why don’t mesmers have swiftness though? We have one skill on our focus that gives 10 secs of swiftness that can’t stack (very annoying). We also have a signet that may randomly give us 10 secs of swiftness. Both of these are very unreliable.
We have one trait that increases our movement speed depending on how many illusions we have available, granted this can make us very mobile in-combat but it is also easy to lose it. So what does lack of movement speed out-of-combat accomplish for mesmers? It can’t be balance since the weakness becomes lessened in combat.
Why do elementalists and thieves who both have great mobility and active defenses in combat get out-of-combat speed boost but mesmers do not?
So that elementalists and thieves can avoid combat.
Guardians, Elementalists, and Thieves have the lowest base health (excluding any from traits and gear). Source
Guardians get damage mitigation through their armor and traits (reflects, aegis, etc).
Elementalists and Thieves are light armor wearers. So they get skills and traits to help them avoid and get out of danger.
Thieves use leather, not cloth…
I think I used it a few times in duels, to copy 25 stacks of might from someone, and that was it. I thought it was great for boon copying when it first came out, but I…don’t recall ever using it since.
I miss the old mimic too…that was fun. Maybe the devs thought it was a little too OP…
And then tell me how this skill did that even as good as arcane thievery would have done? that would not only have copied the 25might to you, but also removing them from your target (so instead of equalizing the dmg between you, you8 would make your dmg vastly superior)
Hmm while i normally would have an opinion kinda what Coglin says to many references, with this being 2 games of the same series, it makes sense (from what you described for that glaive bombing, didn’t really play gw1 before after it was kinda empty and never got to really play the ritualist)
How do we know you didn’t swap weapons, hm?!
Accusations aside, there will always be people like that.
This, or how do we even know the heartseeker comment is even directed at the poster
While not playing a necro myself, i would fully support that (and while at it why not do the same to any tranformations (Norn Elites, necro plague as well etc)?
Just a short idea:
The effects depend on movement.
Char moves while casting = effect X
Char stands still while casting = effect YHere’s an example:
Your char moves while casting Elixir X -> he/she turns into a tornado.
He/she stands still -> he/she turns into a juggernaut.Easy to use and it removes the RNG.
That would basically mean that ins 99% of situations ppl would be using in your example the tornado, as standing still in combat can often be quite devastating, eithyer that or the standing still effect would have to be considerably stronger than the moving effect
HAHA clone on boonstrip would be hillarious on bosses/mobs that generate stacks of might one at a time like rage thing on that last boss in the charr fractal xD, think i would need more shatter skills to keep up with clone generation during that :P
my geuss would be 2 times full shatter (ie 2*4 (you got Ipersona so 4 stacks per shatter with all clones out and you being close to it) = 8 stacks) as well as you should be able to keep 2 times of the 3 might stacks from mirrorblade up too that another 2*3 = 6
6+8 = 14 stacks of might, and with the staff’s nr. 1 skill you get either might or fury when it bounce on you so that should give you that 1 extra stacks to hit 15 (and potentially more, and remember any staff clones attacking also give that might or fury when bouncing to you). and with that rune for the chance to get might when hit you can go even higher
(edited by GummiBear.2756)
Sound promoising, never been good at balancing things myself, but is an intresting concept, what some ppl might seem to forget here thoguh is that elite skills does NOT make a toolbelt skill too, so you actually gain one less skill, that + the fact that nr.5 blows the kiot and put it on CD, i personally feel it should be okay, even if a little higher dmg on the 4 other skills that the equvalent 1-4 skills on other kits
One thing that would help the most, is add a search field at the top imo
I wouldn’t mind a weapon swap that can only be used when out of combat, would help on the convenience side of things.
And yet ele and engi er the 2 classes that use least bagspace to carry extra weapons due to the limited selection they can use compared to how many the got equipped, most other classes use at least double the bagspace if not more for spare weapons
I enjoy doing them too. However, the problem with increasing the rewards is that people can just park alts at the end of them.
This would actually be pretty easy to fix. Just make some sort of consumable key or buff at the start of the puzzle that goes away once you open the chest at the end.
Yeah do something kinda like the JP’s in the borderlands where you have to get 1 or more parts of a key, to even be able to open the chest at the end
Reflection is your god against karkas. Seriously. It so happens that mesmers are gods of reflection.
warrs have pretty nice reflection for kharkas too… initiate with mace+shield (2 blocks; mace 2 wont activate its counter unless you’re in melee range), then you can switch to another weapons for damage (why not axe/sword for another block?)
Why would you need antoher block? it is only really the opening volley they make that really hurt a lot, once you survive that volley they are easy to take down, specially if you reflected it as it should take over 50% of their health if i remember right
Ehmm any guild you create exist on any and ALL servers at once already and can have members from multiples servers as well if they feel like it. Influence and upgrades bought with influence however is NOt shared amongst servers however but each server has its own pool of influence, guild chat works fine cross server however and such
and in addition to what Donari said a target of target simply wouldn’t work, because you dont necessarily need to target something to hit it, hell in some cases you can hit something other than you have targeted (if for example you swing your swrod or other melee weapon you hit what is in front of you, even if you ahve target on a person/mob 900 range away
intresting idea, however i dont think the skills you avhe already stored in your pockets as you call them should swap places just bcasue you use one, let them stick to the slot they got put in at first, and then just fill up the lowest numbered pocket when you steal something (so if you have something in F3 but not F2 and F4, and you us steal it would fill up first f2 and then f4 if you steal another time before using one of the pocket skills).
Also i do NOT think that stun breaks and shadow return should be a basic function of Steal, would just make it too easy for those lol backstab glass canons to get away again if they fail it without having to sacrifice their insane dmg (you could however put it in a traits somewhere, but could have to be at least 20pt, likely 30 pt needed in a traitline)
when my thief steals from a melee target “based” on, say, an elementalist. an ele has no stealth ability. however, she ends up stealthed. i would love to see her steal abilities match those associated with her target, rather than be a random ability coming from an overall list of possible abilities.
The skills you steal does depend on what you are stealing from…
(edited by GummiBear.2756)
Honestly If you want to get the armor fastest just run CoF and buy them off the TP it will be a lot quicker than trying to get them as loot. If you don’t want to buy them then i would say run around with a group and kill them I’m not sure if magic find will help with these but it would not hurt.
actually is mf dont help then yes it will hurt since you be sacrifising other stas ie you will have less survivability or less DPS
same as any other MMO, hold down right-mouse button
some kind of outline around the boss itself as a OPTION would be great (i would only use it in big battles as it would be rather ugly when not needed imo i bet) however a red outline when you get aggro… no thanks… that just dumping it down
I like the way the powersuit / ice ele boss works more because it doesn’t become a class-specific battle where some classes are “bad” because they have fewer accessible interrupts. Anyone can pull the levers, and anyone can interrupt with any damage if he’s superheated.
Lastly, how would any of this work with bosses being unshakable? Defiant stacks would make this sort of thing really dumb (because some class comps couldn’t come up with enough interrupts to knock off all stacks before the dude heals again). We couldn’t just not give him unshakable, either, because he would just get CC chained into next week in that case by tailored teams.
im not 100% sure but i dont think defiant actually prevent interuption, ie if you use a daze on a boss casting with defaint on, it will still cancel the cast but he jsut wont get the daze effect itself (so he can begin another cast straight away)
That was just meant to give a clearer picture as most condition builds will be closer to those values.
As i said it was never meants to give a clear picture of gw2 “reality” but to give a comparison BETWEEN the conditions themselves, by adding another 1500 condition dmg on top dont all of a sudden mean that a single stack of bleeding will be stronger than a single stack of burn, and 1000 is and easy to work with number
You know there is a reason I didn’t give values in my post… I know the damage would have to be adjusted for Poison and Burning before they can stack in intensity.
Now if you want to see the numbers I was thinking in my head I’ll show you..
Ok so you said at 1000 condition damage Poison does 184 per tick… Since poison has it’s debuff it won’t stack intensity in the same manor as Bleed. Instead it will stack with 20%.
1 stack {184}
2 stack {220}
3 stack {256}
4 stack {292}
25 stack {1048}
the formula per stack is (Stack – 1)(Base184 x 0.2) + Base184
So 1 stack = 184 (even with the formula running on 1 stack 0 + 184 = 184)
2 stack {2 – 1 = 1} … {1(184 × 0.2) = 36} … {36 + 184 = 220} (20% of 184 is actually 36.8 but I rounded down)
25 stacks {25 – 1 = 24} {24 x 36 = 864} {864 + 184 = 1048}lets compare that to Bleed
1 stack {92.5}
25 stacks {92.5 × 25 = 2312}2312 is more than double 1084
1084 is a much more reasonable 25 stack DoT than 184now lets look at Burning
1 stack {570}
Intensifies every 3 seconds by 5%… {570 x 0.05 = 28.5}
Each stack intensifies by 5% as well
1 stack maintained over 75 seconds will have the same intensity as 25 stacks maintained for 75 seconds.
3 seconds = 1 stack, any combination totaling 25 stacks or 75 seconds will hit cap.
5 stacks + 60 seconds = 25… (60 / 3 = 20 | 20 + 5 = 25 || 5 × 3 = 15 | 15 + 60 = 75)
25 stack/75 seconds {(25 – 1)(570 × 0.05) + 570 = 1254 | ((75 / 3) – 1)(570 × 0.05) + 570 = 1254}Recap
Bleeding
1 stack {92.5}
25 stack {2312}Poison
1 stack {184}
25 stack {1084}Burning
1 stack {570}
25 stack {1254}
now this is reasonable, you never said anything about adjusting the actual dmg numbers, but only to make them all stack in intensity. For this still though i would say burn and poison is probably a little too close in dmg to each other, specially for pvp, where the poison debuff can be as, if not more, important than the dmg part. But ofc yeah i understand any number would be subject to change.
Now the other part of this is what would we gain and loose from this other than just a change for the sake of change.
From what i see some advantages is that it might make some classes(those that ahve a hard time to get access to stack bleed, as that is main dmg condition for full condition builds) be able to get more easily access to a full condition builds. On the other hands it might also make some powerbased builds get a lot more dmg from their supplemental conditions (which is often burning, sometimes poison), meaning you might have to go over and decrease their direct dmg, which is turn would make it pretty much mandatory to have some suplementel condition dmg on a power build. Either that or ANet would have to chance some weapons to take away bleeds and poisons from them, this also what with how Anet seem to dont know how to get away with condition stack caps could go back and bite the full condition builds back in groups because power builds now take even more condition stack slots(in lack of a better word).
Also since the 25 bleed cap is mainly due to server bandwidth and such (Devs told that in the past) this would likely mean even more conditions to track for server and this more bandwidth used for Anet.
tl;dr : While it could look good on paper for a full condition build, in practice i think it would hurt both them and power builds in the long run
1000 is very conservative. Some classes may have around 2500 condition damage while still being able to stack up conditions quickly. So bleeding ticks for 2512.5dps at 15 stacks, burning close to 1000dps unless cleansed.
ehmm 100 condition damage was just an EXAMPLE to show the differences between the different dmg conditions, i know you can get way higher my own mesmer sit at around 1500 if not more, and i even sacrificed some here and there for some more supportish stuff
2 identical sigils will NEVER stack
or just the ability to dye weapons would be fine
LOL advert, funny stuff there :P but dont forget poison, the target hurt himself when he tries to heal? :V
And that really is why poison is such weak when it comes to the pure dmg it deal, because it has a very potent debuff going with it too
and burn intensity would be OP, one stack of bleed compared to one stack of burning the burning does a LOT more dmg, but yeah bleeds then when stacked up go over burn, but if you could stack burn in intensity it would just become WAY too high dmg.
And confusion well does hurt a LOT sure… but only if you spam skills while under it, let it run out and you suffer no dmg, or thrown a condition removal and you only take minimal dmg, heck even a direct heal often heals for more than the confusion dmg you would take from that skill
Solutions:
Poison – Intensity of the DoT, the debuff remains at base
Burning – Intensity over time… meaning burns damage ticks up every x seconds burning in maintained. Higher stacks means quicker ramp up. Now I realize if someone manages to keep burn stacks up perminantly the numbers could reach unfathomable hights so a damage cap could be applied to it.
for poison if you stack it intensity you would actually have it deal MORE damage than bleed on top of a very potent debuff, assuming 1000 condition dmg at lvl 80 (whihc is rather low for a full condition build) you would for poison get 4+80+0,1*1000 = 184 dmg per stack, where bleed would be 0,05*1000+0,5*80+2,5=92.5 dmg per stack (formulaes taken from wiki).
As for bleeding well it would be even worse even with a rampup over time like you suggested any full condition build would likely be able to ramp it very fast, with the same stats as before burning is 0,25*1000+4*80=570 dmg per tick already, so you would really really have to lower the start dmg by a LOT, which could very like break quite a few existing builds if not classes entirely
715 times (even 1429) aint years of re-speccing, far from, since a lot if not most ppl would then likely ahve a build to use from WvW, one from Dungeons, and one for open world PVE (hell even have one for solo open world and one for when running with a group), and if you then swap between those content types multiple times a day, well you could quite easily get a 20-30 swaps a day so that is a month or 2 or evne if you in the very low end (say 5-10 swaps a day) not much more than half a year for most.
That said something like this is imo not something that should cost money, the difference between a good build in open world PVE and just dungeons can be quite big, let alone a WvW is a WHOLE different world(no pun intended) of builds if you want to be optimal. with easier access to build swapping i bet we would see a LOT more supportish builds in dungeons, but as is now you have to have a decent DPS or open world get boring where you do spend a lot of time too. but even if they wont make it free something like this is a good alternative though
I think they should add Condition + Toughness + Vitality gear to the game. I find it ironic that Soldier gear exists for the power oriented user, yet condition users, who require longer to kill their foes, do not have the same survivability options.
Please add this gear Anet
.
tbh if you are a full condition spec you dont need THAT much longer to kill stuff if you stack your conditions properly. However a condition based user’s dps don’t drop to 0 if they begin to play more defensively, whereas power/crit builds do, so you can by the nature of how conditions work easier play more defensively already
LOL advert, funny stuff there :P but dont forget poison, the target hurt himself when he tries to heal? :V
And that really is why poison is such weak when it comes to the pure dmg it deal, because it has a very potent debuff going with it too
and burn intensity would be OP, one stack of bleed compared to one stack of burning the burning does a LOT more dmg, but yeah bleeds then when stacked up go over burn, but if you could stack burn in intensity it would just become WAY too high dmg.
And confusion well does hurt a LOT sure… but only if you spam skills while under it, let it run out and you suffer no dmg, or thrown a condition removal and you only take minimal dmg, heck even a direct heal often heals for more than the confusion dmg you would take from that skill
I see what you’re saying there ace… I am speaking of WvW and did not think of it in PvP or PvE arenas; however, any class (in WvW) where an individual can keep re-engaging over and over is ridiculous. I just watched such a match from a tower. 1 Necro, 1 War, and 1 Ele all attacking 1 Thief. For ~8 minutes, they all battled 3 v 1. No one died; the thief just kept disappearing, then healing, then re-engaging. Possibly applying such a nerf as mentioned previously only in WvW areas would be more appropriate?
a necro ele and warrior not able to kill a thief in 8 mins… well sorry but those ppl must suck really hard, both ele and necro have a LOT of aoe’s, and warriors some good aoe’s too, which is one of the best counters to thieves using stealth a lot, he goes stealth, well spam that aoe around the area where he did and you are sure to hit him and kill him, so yeah you cant really do anything about ppl being stupid, stealth is not invincibility, oh and have the necro throw tons of condition on him, as those will keep ticking while he is in stealth too, unless he ahve that trait that heals him but a necro should still b able to throw enough out that it will take a while before they all get cleansed in his stealth
Some people suggested Mesmer and my main is a mesmer so I can agree that it is an awesome class.
You have five slots try both ele and mesmer- with as many weapon combo’s as you can to find what works best for you.
I run my Mesmer with GS/Staff btw and she can survive anything, while melting faces
I would love to be good as a D/D ele but I just plain suck, while my husband rocks!
can second this post, inf act is pretty much my whole situation too (except i don’t have a husband, nor wife (am a guy though myself) :P)
TBH even if it were 10000% i still wouldn’t want them, guards never really been much of a threat
Ok, how about permanent +stat boost potions?
Something like this:
+1 [stat] Potion (account bound) = 100 skill pointsKinda equates the idea that if you have a ton of Skill you become tougher/stronger/etc.
This would still be vertical progression which is NOT meant to be in the game
HAHAHA, that would actually be kinda awesome, would however take a LOT of work to implement, rigging each and every mini to each type of race