1. Yes
2. Have been pvp less since I’m just in waiting mode for the feature build…
3. Waiting on this build for a month or so, which I think is a long break.
Just waiting for some info on the gear mash up really… to me it matters.
Don’t understand Anet’s logic if the new revamp pvp reward system isn’t ready…. why remove chest/glory from the existing system and kitten it more?
They are just phasing out the glory. This is the next step. This way you don’t receive anymore glory, but you still have time to spend all your glory.
Can you imagine the noise if they removed glory and the glory vendors at the same time? That would be loud.
Plus the balance patch isn’t ready.. blah blah blah.
From the Sticky, https://forum-en.gw2archive.eu/forum/pvp/pvp/March-18th-Glory-change-FAQ
Q: Will we eventually be able to use PvP rank/cultural/dungeon armor skins in PvE/WvW?
A: Yes, players will eventually be able to take their looks across game modes; however, this will not be happening as a part of the maintenance build on March 18th.
This is the closest I’ve seen to an answer. Granted, it isn’t specific enough to make me 100% sure that we are in the clear that our current sets will transfer. You could read this to mean that, eventually being after the conversion, the gear you get will work across game modes. Or it could mean the gear you have now will be interoperable.
I don’t know, but this is me trying to help.
Wait about a week for the balance patch before dropping anything on ascended gear. Just in case things change.
On paper, virtues do a TON!…..but in actual play I agree, I hardly notice them.
VoJ passive provides, in essence, an additional hit of damage the primary form of keeping both of our damage modifier traits active.
In reality, VoJ is not noticed because of condition layering/priority/over abundance in combat. I don’t need my own personal burn since there are plenty of other sources of conditions and burning available.
The extra hit also only scales with condition damage, so when our melee attacks go up to 1k-5k damage hits, our extra burning tick only does about 300-500, and start to contribute less to the overall picture.
More frequent burns will not fix this problem, as burning only ticks once per a second, so you can’t push out “more” damage per hit without increasing condition damage.
Yet changing it to a physical attack would make it susceptible to direct damage mitigators such as armor and blinds and such.
The intent of the mechanic is to give us more damage when passive, and to give the group more damage when active.
Possibly having it stack might on proc or provide 10% more damage when passive would help achieve the offensive idea in a way that can scale to different variables instead of just a static burn. I feel fury would be decent, but mostly overlooked in the long run with plentiful ways to achieve fury or crit chance.
VoR is amazing on paper and the single source of sustain for guardians………but damage happens way faster than VoR ticks for, and again we don’t notice if it is on or off.
We want to avoid doing like healing signet and making it seemingly overpowered, but I think the mechanic is in the right mindset but could use more tweaking to work for players with less healing power but not be overpowered for players with tons of healing power.
The intent of this mechanic is to provide sustain and make up for our lower health pool. Possibly change it to replenish a percentage of incoming damage as a heal? Or leave it as is but increase the base healing done, but keep the healing power coefficient decently low.
Actively it should provide the group with needed recovery or sustain. Yet it on its own, is largely ignored as a heal. The biggest advantage of this skill is the traited condition removal and not the ability itself.
It’s active could probably use some looking at too, ignoring traited modifiers that make it worthwhile.
VoC is pretty much worthless as noted in earlier posts. Especially in PvP where incoming damage happens so frequently it is wasted away in meaningless attacks.
Having it proc every “x” incoming hits would provide some interesting defense, but that may prove too powerful.
The intent on this mechanic sort of blends in with the intent of VoR. To provide a defensive way to survive a fight, yet not through sustaining health, but instead by preventing damage in the first place.
I think the best way to provide passive defense by mitigation of damage would be to have it reduce incoming damage by x% while passive but keep the active as a group wide aegis. Additionally reduce the refresh time of this to make it actually usable, something like 30-60 second?
Sorry for wall of text
Tying to reduce the visual impact of my post by hiding it under spoilers…but hope someone actually reads it :p
I read what you had to say. I enjoyed your spoilers. And I basically agree with your ideas. Well done.
I haven’t read everyone’s responses, so if this has been covered, I apologize in advance. But according to Allie, these notes are wrong.
https://forum-en.gw2archive.eu/forum/professions/balance/RE-Leaked-patch-notes/first
This…..this is what we have been begging for. “Changes” not just tooltips and visuals, but attempts to evolve and update the class.
Now are they good or bad changes? Are they OP or UP? That is to be determined, but I appreciate any honest attempt at looking at the class and trying to make fixes and changes, not just the junk we have seen over the last year.
Well put, sir!
And as a guard and you are downed in spvp, don’t even bother with #2 skill, the enemy will have stability, and you will be dead with your worthless #2 skill.
A: Not everyone has stability.
B: Not everyone has stability off cooldown at that moment.
C: Not everyone is willing to pop stability to get a stomp off.
D: If you’re sitting downed on a point that is contested with an ally/allies on it, popping 2 may knock the enemy off of it long enough to get the cap.Long story short, it’s useful.
I disagree. Only thing I agree with is that you can try to use it, because there’s little else you can do for those moments before you are dead.
And as a guard and you are downed in spvp, don’t even bother with #2 skill, the enemy will have stability, and you will be dead with your worthless #2 skill.
finally i can craft my own ascended gears, people been suggesting to go all the way for zerker but i doubt i’ll survive well in high level fractals and WvW.
i am thinking of going for good mix of power/precise/tough/vita, and trait myself into dps build. hope by doing this i could maintain the dps output of my current exotic zerker n better survivalbility.
can anyone share their thoughts on gearing in WvW n high fractals?
Thanks n good day to u.
I would say wait until the balance patch comes out either way. Much better to wait a month and be safe than have the “perfect” set for a month and then comes the balance patch and you feel like you wasted all that blood/dragon/stars.
I remember them saying that you will keep the gear. So, I don’t think you will lose the skins you have. But they haven’t stated specifically how they are implementing the gear mix up. It’s kind of a wait and see for us at the moment.
PVP: more solo rewards. Not all of us know dedicated team players or have the time to establish one. That does not mean we do not play pvp frequently. It just means we don’t have a way to have an established, dedicated team.
Instant cast, unfortunately, probably won’t happen. Anet doesn’t want a heal that can’t be interrupted, and the next patch looks to be reducing the cast by 1/4 of a second – implying that they realize that the casting time is too much, but that they don’t want to remove it entirely.
But it can definitely be interrupted with immobalize, evade, block, invuln, knockdown, pull, fear, stun and simply being run away from – if you do no damage you get no healing – that is its counter. IMHO it doesn’t need to be interruptible during cast as well. ( I’m ignoring the Monk’s Focus effect since it does require a grandmaster trait and the heal itself is relatively small )
I think this is the strongest point made so far in favor of making this skill come in line with other meditation skills, instant cast. It absolutely has its counter. Well said.
……
I agree with just about everything you’ve said here, and in the post prior. Very well said
Depends on the skills and traits you pick up, but generally its not going to be worth it. If you look at the coefficients for most heal skills, the additional healing from healing power is super small.
I wouldn’t say it makes sense… but it certainly is what it is. Looks like the phoned it in on this one.
I’ll take a drawing of an old man w/ a beard over lines and the color blue any day.
I think Rouven may be on to something with the Symbol of Wrath connection. I still contend it is a weak graphic relative to the rest of our images.
I was looking at all our utility/weapon skills’ images. Most of them make sense for the skill or at least look like something. WTF is litany of wrath? Looks kind of like a wave with strange lightning. A sideways symbol? Is this one of those Magic Eye pictures, where I need to stare at it for 15 minutes to see the real image pop out?
All elites are a waste.
Well that’s why I said there could be a ratio such as 4 to 1 or whatever for the lower level dungeons so that running the easy paths wouldn’t be beneficial to that extent.
I just think there should be a way for my guildies and I to run dungeons and not all look identical with the same gear and weapons.
I’m new to the forums, so if this has been asked and answered before, sorry in advance.
Is there a reason why we don’t have a dungeon token exchange? Even if say one dungeons tokens are more difficult to get, maybe it doesn’t have to be a 1 to 1 but can be 2 to 1 or whatever is “equal”.
The reason I ask is I have a small guild and group of friends and we run content together. Living story to dungeons and whatever else. We like playing together. But we don’t really want to all be wearing the exact same gear. The way the system is now, and the way we play together, we all have the same tokens, so the only armor sets we can grab are the same ones.
I think this is a legit request/question.
I’m just glad I can take a break from LS for a while and do something else for once in gw.
Always feel like I’m rushing to finish the LS and never have time to just play. Maybe I want to do dungeons for a while w/o worrying that I’m missing out on content. Also playing an alt is fun sometimes, their story instances etc.
A break is just what we needed. I wish we could get more of them.
You chose necro, so you already made the right first step into being a winner. Half the work is already done for you. Have fun.
I think the main issues with downed state is the inequality of class skills. The fact that stability makes half the classes #2 skill worthless, or a block can prevent some of the others. Then there are those, like the thief and mez, that can recharge fast enough to use it multiple times before being spiked down.
I’m not saying they should all be identical, but stability and blocks shouldn’t prevent people from getting their skill to be effective. It is supposed to be balanced, and right now these skills aren’t balanced.
They become dishonored I think. And if you get so many stacks of dishonor within a period of time you aren’t allowed to play again until it wears off.
At least I think that’s how it works.
It’s planned that all PvP/PvE armours will be able to be taken to each other game mode, but I think that is the wrong direction to go in, personally, because it devalues the sets in PvE that are hard to obtain there at the same time as devaluing the sets in PvP that are hard to obtain here.
They should keep them separate, I don’t even know why they’re joining them.
Yes there are sets that are easier to obtain in one area or the other way around but I think they are going in the right direction here. What they should have done or should do though was/is to make PVE exclusive sets and PVP exclusive sets. That way, the essence of prestige and separation of game modes are there even if gears become universal.
This. Although they have said they are making certain gear exclusively for PvP.
I think they said they were going to make a pvp set, but they haven’t said anything more about it yet, like if it will just be a re-skin of a current set or an actual new set.
Its going to be in the future, but I still don’t think I’ve seen where they said the pvp armor you keep will be turned into pvp/pve gear.
As in, I don’t know if they’ve said straight up, “Your current pvp gear will turn into pvp/pve gear.” At least, I haven’t seen it, but I’d love to be wrong.
I was wondering this Q as well. I wouldn’t want to spend 60g and burn all my glory just to find out in a couple months this armor is going to be trashed…
I know they said the armor sets will be the same throughout the game, but I don’t think they’ve said you will be able to keep your pvp armor and take it into pve, have they?
If you like ganking people you can just go directly to the obsidian sanctum now
but true pvpers HATE leveling so going in into sanctum imo would just be dumb
That is fair, I didn’t think about that part.
If you like ganking people you can just go directly to the obsidian sanctum now
Sounds like fun, but it would prob be exploited too easily.
“hey throw the match, I’ll give you half my winnings”
“sweet”