I think they removed the vitality from PT cos with the removal of stats from trait lines, this trait alone would give us a nice chunk of HP without investing into vitality gear.
PT + guard stacks that’s like 16k HP in wvw for a zerker thief, I can see why these things will be removed.
CS is a dps trait line, with the changes it will do just that, dps. The question is whether our other trait lines will be enough for a zerker thief to survive.
Guard stacks are being removed. That’s why this is actually so concerning; you’re stuck with no way into even remotely similar health in WvW now. Full Valkyrie gear still only puts you to like 14-15k, so PT would be a happy medium.
To me it looks like anet wants the squishy classes to be actually squishy and tbh, I am a bit worried that zerker low HP class will be just way too squishy vs zerker tankish class.
Yeah I think selecting gear/upgrades will be more important than ever, I just hope they’ll introduce some new stat combinations so we have more choice to balance out stats.
PT is also my choice when I put pts into CS, and honestly I am bit worried about how the change will shape up classes cos every class that doesn’t have pure dps line like CS, will essentially get a dps buff in HoT. They’ll be squishier too but for class like warrior, it won’t be a huge change.
If anet wants my zerker thief/ele to be super squishy, then I expect to have the dmg to make up for it.
I wouldn’t recommend thief for pve, especially if you are starting with dungeons. It’s squishy and need active defence to survive. If the party isn’t good, you might be able to solo some stuff but you can’t carry them as well as guard would. Also, some dungeons have parts where most assume the thief in party either knows the skips and cds on his skills or where he should solo certain parts. People often mess up stealthing up and it’s just pita for the thief to get others successfully skip anything. Some will ignore stealth completely, either out of dislike to thief class or just cos they are a ps warrior and don’t care who goes down to mobs they pulled when rushing ahead on a skip.
Warrior has okay dps and is easy to play, if you like yawnnn… boring gameplay, go for it.
Engi is awesome but takes a while to get into the awesome level, some haters out there sometimes kick or lfg no engi.
Guard is the almighty boon bot everyone loves, the inexperienced groups will ascend to the “dungeon completed” level with a guard in party You would need to know when to use certain skills but generally people will live as long as you are around. Really nice class to learn dungeons with.
Ele – dps queen warriors look up with deep envy and hopes HoT will fix it. Not so great for learning dungeons as the class is squishy, but not bad either.
I avoid parties with necros mainly cos even if they have 15k AP, they fear EVERYTHING.
Btw, when you level, once you hit lvl appropriate for the first 3 dungeon stories, do those daily, they are fairly fast to do and the xp is nice, loot (especially CM for linen) is okay too.
People still complaining that wvwers only have no asc? While I agree wvw is way slower in acquiring mats than pve, the loot is still there and unless you are one of the few that upgrade everything all the time. you should be able to craft some asc by now.
I think they removed the vitality from PT cos with the removal of stats from trait lines, this trait alone would give us a nice chunk of HP without investing into vitality gear.
PT + guard stacks that’s like 16k HP in wvw for a zerker thief, I can see why these things will be removed.
CS is a dps trait line, with the changes it will do just that, dps. The question is whether our other trait lines will be enough for a zerker thief to survive.
Overall I like the changes, much better than the previous version.
It all boils down to anet’s laziness to implement another stealth debuff that only removes visibility but not the effects associated with stealth. With that current reveal skills wouldn’t be such a hard counter to thief, they could even give longer invisibility debuff duration.
Engies could sprinkle some glitter on thieves just like witcher :P
Outside conquest/+1 ing fights, thieves are not such a hard counter to mesmers.
Well timed blinds are a lot worse for me than fighting an opponent with long stealth so I don’t think the longer stealth durations will change much for mesmers. Outplaying thief is not about outstealthing him, mesmer needs to deny stealth by using cc/shattering, d/d and d/p thieves are predictable enough to do this.
I mean you might as well just delete the other two options on SA adept tier. Shadow’s embrace is just too attractive.
To me this is a problem, SE is just so vital to a thief’s survivability that most just cant go without it, a problem that is only going to get worse with the coming condition buffs.
IMO no matter what you put in the tier with SE in it most will feel forced to take SE for the condition management, which leads me to believe SE should have been what replaced Last Refuge as the minor trait (due to its near mandatory nature) freeing up the adept tier so thieves no longer totally ignored the other options in the tier.
SE is the reason why I always had at least 2pts in SA, the other traits are not as reliable as shadow embrace. The only time SE fails badly is when condi bombed + reveal from ranger/engi/trap.
Take shadow embrace, ignore the other two.
I think they forgot to list any changes to ecto, doesn’t look like they’d adjust other skills and leave this one out.
Even if the durations stay same, I am not planning to use DA so no double ectos for my thief.
Eremite, are you the forum’s gossip maker 2015?
You dedication to title hunting amazes me.
Even if engies won’t slot this trait as their regular choice, what stops them from changing traits when they see a thief. Just like now with googles.
A class that has no problem vs thieves is given another source of reveal, the reasoning devs had for this is beyond me. The only solid condi removal is totally useless vs class that spreads condis just by looking at you.
I was happy with the changes to thief class, then I saw this engi trait and it’s like a big slap from devs. I’ll have more survivability with zerker dungeon build staff ele than thief if there is engi on the map.
New trickster + old withdraw cd really made me think about switching bountiful theft to trickster, it’s less appealing now.
Yeah sure, Anet should make condis affect siege so tanky dire builds can do some dmg to them.
While we are at it, I want my power scale siege dmg too cos this already works for condi dmg and conditions applied by siege.
To me, it seems that the low tiers are now so defunct they are only good for people that for whatever reasons hate the “Massively Multiplayer” aspect of MMOs, many of whom, come here and complain about the game being an MMO (see various roamer vs zerg complaints on these forums). LOL, I mean W T F do they even play this then ?
I think you understand those “MMO complaints” wrong.
If someone writes “no people around then 50 men zerg chases me accross half the map”, they don’t mean they want maps empty.
The saving grace here is the the direct damage of Zerk/Sin specs will have direct damage buffed VERY nicely, thank to non-damage stats being removed from traits and normalized to gear!!!
We don’t know how much will the stats on gear be buffed – remember, that the devs said it will cover only part of the loss from th trait stat removal however. If you count on having your direct damage noticeably buffed for dps builds, you might end up being disappointed.
That will depends on the builds. Those that use traits for the trait not stats, will be able to gear full glass while playing the same traits. Since they will add some stats to the baseline, current full glass (zerker 6/6/x/x/x) will lose some dps (not factoring in possible changes with traits) but builds that rely on non zerker trait lines currently, will get nice dps buff. For this reason alone, I can’t wait for HoT.
I think the best way to balance zerker builds against others is to have at least some high value battles have attacks that are exceptionally dangerous to builds that are very low in defensive stats, thus vastly increasing the risk that full offensive builds will go down while more defensive builds can stay on their feet and continue to fight.
That way we dont get into silly games where we are looking to nerf what zerker was intended for, high dps output, and allow the high defensive builds to do precisely what they are intended for, surviving where others might not.
Although then we might end up with everyone having two armor sets in their inventory, their zerker and their non-zerker to accomodate for those circumstances lol.
You mean something like the current fights such as Tazza/CoE golems? Those are so much fun that I often lfg “heavies only” just so my zerker ele can tank the whole fight for them.
/sNo, thats not what I mean at all. What I mean is what everyone else is saying, we think the game should have most if not all armor sets have pretty much equal value across the game, even if maybe some gear is better in one instance than another.
And I’d bet you that the Devs never intended for one armor set to dominate. After all, they already did a small nerf to zerker and other armor set by changing crit damage to ferocity. Not much, but it sure seemed like a shot across the bow to me.
Well, your suggestion how to improve viability of other sets doesn’t sound good at all to me because I get the taste of similar (intended or not) effect where the lowest armour character gets all the agro. Those fights are really frustrating, especially Tazza, her aa alone hurts like truck.
The fact that zerker gear already gives less protection than defensive gear means a zerker takes more dmg from attacks, basically the same thing as what you propossed.
Why not do it the other way around – bosses would attack characters with higher defence stats, that way they would make some use of them, instead of watching a zerker eat the dirt.
Am I right or wrong. If you put them on your friends list, and they put you on there friends list. They will be on your friends list regardless to what you said the hovering thing
I don’t want to be a stalker….lol.
I guess what I am saying, I don’t understand how someone can be on your friends list if they don’t wont to.
There is a friends, follower and block list.
Whoever you add to your friends list, you will appear on their “followers” list, they can’t prevent you from following them.
If both people add each other to their friends list, they both appear only on the friends list (the hover over details show).
Anyone you add to your friends list will be there, they can’t stop you from doing so, they can’t remove themselves from that list.
I think the best way to balance zerker builds against others is to have at least some high value battles have attacks that are exceptionally dangerous to builds that are very low in defensive stats, thus vastly increasing the risk that full offensive builds will go down while more defensive builds can stay on their feet and continue to fight.
That way we dont get into silly games where we are looking to nerf what zerker was intended for, high dps output, and allow the high defensive builds to do precisely what they are intended for, surviving where others might not.
Although then we might end up with everyone having two armor sets in their inventory, their zerker and their non-zerker to accomodate for those circumstances lol.
You mean something like the current fights such as Tazza/CoE golems? Those are so much fun that I often lfg “heavies only” just so my zerker ele can tank the whole fight for them.
/s
From that post I understand that since they are recalculating the condi dmg, max condi dmg build will do more dmg than it does now + vulnerability. Condi dmg is already strong.
The fact it sucks in certain scenarios is not due to the condi dmg itself but how easily it can be cleansed in team fights or the current cap (pve).
Teams will still be able to cleanse easily while in very small scale or 1 vs 1, power will be kittened.
Will get even better unless fixed before the coming changes to conditions, most condi builds will do even more dmg with maxed condi stat, while power builds will do less dmg with siege skills that apply condis than now.
From what you wrote, I think engi would suit you most. The negative side of engi is that some people believe the class is not good in pve (it’s awesome btw) so they might lfg “no necro/ranger/engi” for dungeons (it’s like 1 no engi lfg per 50 no necro/ranger).
The class is very versatile and fun to play. It has pretty high skill ceiling but you don’t need 1000s of hours of gameplay to play decently.
Not a real stalker if you don’t use the block list.
Been seeing a lot thieves with caltrops on dodge and p/p lately. One even dropped traps on top of ac p3 burrows, full trap rune build. Maybe that 2nd warr is not such a bad idea after all.
It’s amusing watching people defend 3k auto attacks from 1500 range.
Thieves 10k+ backstabs
no… on full zerk staff ele idiot yes but the average backstab is in the range of 5,5- 7k
So many quit playing thief after crit dmg nerf cuz they cant get the job done before they have to bail which is the whole point of the build.
I think lack of dmg on my thief eventually make me play ele/guardian more. Especially ele has some crazy dps that combined with the aoe nature of most ele skills means I can flip camp/towers a lot faster. The only problem with ele is, being ele is like having an auto-target over my head the moment a fight happens. The enemy focus on eles is real.
Do you really think people don’t already know that?
Or she could just pay (at least some of it for a start) back, no need to worry then.
First character was fun to lvl in open pve, then it got rather boring, although I always enjoyed the first 30lvls when lvling other characters. I even didn’t use my bday scrolls until NPE (I still rage when my lowbie can’t even get a skill point in starting area).
NPE rage inc..
Thanks to NPE, I am constantly low on skill points, sometimes I can’t craft stuff. I play gw2 every day for few hours and when I want to craft asc, I either keep logging to my characters till I find one with 20sp or I go pve to get some. I admit, I am an alt-holic, but NPE is just way too punishing for people like me.
So now I lvl with bday scroll, then cooking + some tomes to 30, from there dungeons which I like. When feeling lazy I hop to eotm but I tend to fall asleep and run off cliffs there really quickly.
To sum it up, it’s to weak and works counter-intuitive.
It’s damage centres around the target you hit, great for damage sigils but bad for this one. You’d want it to centre around you so you always can benefit from it.
I actually prefer it procs around the target, that way I don’t have to right on top of the target and still heal allies. Sometimes the heals would benefit me too but usually I don’t need them.
It’s to weak in numbers. 370 is pitiful on a 5sec icd. If you by some divine blessing proc this every single time the moment it comes off cooldown at the very best you will get a baseline of 74hp/sec. Scaling is pretty poor as well, you need more than 1.5k healingpower to push this proc to just 600.
Of course with only a 30% proc chance it will probably not proc anywhere as often as that.The procs on allies are over 900HP with my build, I don’t think that’s so bad.
And it does nothing for overhealing because overhealing isn’t a thing. So a lot of the potential proc is often wasted.
Healing, especially healing others, is deliberately weak in GW2. anet does not want dedicated healers. So anything that does anything healingwise for others pays a hefty performance tax.
If that was correct, Anet wouldn’t add all those items that I find so good for healer ele. Healers’ limitations arise rather from the game design as everyone has access to heal and unless they are actually under 100%, the healer doesn’t add much to the party. Nice boons but dps in that case would be better. I rarely see parties with full HP during fight in wvw tho.
900 on allies, so i assume you mean you heal multiple friendlies.
This is exactly why so many think healing power sucks, you have no idea how healing builds work, nor you tested any. Read what Heimskarl wrote, he explained it really well.
@ Rocketmist.5436 I didn’t say water sigil is the best to use, I pointed out why it doesn’t need buffing as it does its job pretty well in certain set ups.
I know how healing works just fine. But i didnt think you went all out full 100% for healing.
You dedicate everything you have, right down to the food buffs, to healing others. And still the best you can push out is a 900-1k poot. That just proves my point.So much dedicated to getting that heal up and the best you can do is that. Something a balanced or even tanky build can damage through with a single autoattack.
I’m not telling you you shouldnt play your build you enjoy, i myself plat fairly gimmicky builds as well that are far from optimal. But don’t sugarcoat it and dress it up better than it really is.
Oh, so you actually know how healing works?
Actually proccing a 900 heal per person would require insanely high healingpower. (3.5k+)
Yeah yeah ^ ^
You can purposely leave out rest of the numbers the other guy (or me earlier in this thread) wrote to make your post sound better. Stay ignorant. Adios.
To sum it up, it’s to weak and works counter-intuitive.
It’s damage centres around the target you hit, great for damage sigils but bad for this one. You’d want it to centre around you so you always can benefit from it.
I actually prefer it procs around the target, that way I don’t have to right on top of the target and still heal allies. Sometimes the heals would benefit me too but usually I don’t need them.
It’s to weak in numbers. 370 is pitiful on a 5sec icd. If you by some divine blessing proc this every single time the moment it comes off cooldown at the very best you will get a baseline of 74hp/sec. Scaling is pretty poor as well, you need more than 1.5k healingpower to push this proc to just 600.
Of course with only a 30% proc chance it will probably not proc anywhere as often as that.The procs on allies are over 900HP with my build, I don’t think that’s so bad.
And it does nothing for overhealing because overhealing isn’t a thing. So a lot of the potential proc is often wasted.
Healing, especially healing others, is deliberately weak in GW2. anet does not want dedicated healers. So anything that does anything healingwise for others pays a hefty performance tax.
If that was correct, Anet wouldn’t add all those items that I find so good for healer ele. Healers’ limitations arise rather from the game design as everyone has access to heal and unless they are actually under 100%, the healer doesn’t add much to the party. Nice boons but dps in that case would be better. I rarely see parties with full HP during fight in wvw tho.
900 on allies, so i assume you mean you heal multiple friendlies.
This is exactly why so many think healing power sucks, you have no idea how healing builds work, nor you tested any. Read what Heimskarl wrote, he explained it really well.
@ Rocketmist.5436 I didn’t say water sigil is the best to use, I pointed out why it doesn’t need buffing as it does its job pretty well in certain set ups.
true that it can already be done with instant blink skills
BUT those are on LONGER cooldowns and don’t give the insane things that a traited LOW COOLDOWN steal does
Make a thief, go pvp. Steal, wait till it’s off cooldown, then hit steal twice while having a target. Magic.
Mesmer suggesting cast on insta skill. Good one.
Thief condi removal over time is actually decent when traited for shadow embrace.
The problem is dealing with condi bombs, as we have low HP to soak those up and very limited burst condi removal skills. Shadowstep is nice but often to get that 3 condi removal, you’d have to go back to the danger area and if you get confusion stacks on you, the 2 steps to remove the condis hurt a lot.
Condi bomb + reveal from engi/ranger or anyone in wvw = gg
To sum it up, it’s to weak and works counter-intuitive.
It’s damage centres around the target you hit, great for damage sigils but bad for this one. You’d want it to centre around you so you always can benefit from it.
I actually prefer it procs around the target, that way I don’t have to right on top of the target and still heal allies. Sometimes the heals would benefit me too but usually I don’t need them.
It’s to weak in numbers. 370 is pitiful on a 5sec icd. If you by some divine blessing proc this every single time the moment it comes off cooldown at the very best you will get a baseline of 74hp/sec. Scaling is pretty poor as well, you need more than 1.5k healingpower to push this proc to just 600.
Of course with only a 30% proc chance it will probably not proc anywhere as often as that.
The procs on allies are over 900HP with my build, I don’t think that’s so bad.
And it does nothing for overhealing because overhealing isn’t a thing. So a lot of the potential proc is often wasted.
Healing, especially healing others, is deliberately weak in GW2. anet does not want dedicated healers. So anything that does anything healingwise for others pays a hefty performance tax.
If that was correct, Anet wouldn’t add all those items that I find so good for healer ele. Healers’ limitations arise rather from the game design as everyone has access to heal and unless they are actually under 100%, the healer doesn’t add much to the party. Nice boons but dps in that case would be better. I rarely see parties with full HP during fight in wvw tho.
its very easy no1 like to play a support role even i see many eles stay on fire
the only care about DPS so mostly they have Signels that support more dpseven i see it in EOTM how most eles stay on fire and dont switch to water to help out
a good sample is the BL champion keep boss he use allot of fire damagei always tell eles switch to water but no -.-
and more pll are down ore death -.-
You and my ele should have a date in eotm. You can even chose which one you prefer, they all have healer build, except for the charr one, she is too baby to heal enough at lvl 30 ;c
Do you have cookies to lure a dev?
Nvm, someone would steal them anyway :P
I’d love to see ooc wep swap, for the convenience and also for the stacks, which I lose everytime I swap weapons as an ele (you can only keep the stacks if swapping under water and you have same stacking sigil on water wep).
I noticed this first time when creating rev for the beta test, some classes are too zoomed in.
It’s not just adding different body types to the makeover kits, they’d have to redo armour too, which already clips on the more unsual body types available. That’s the reason why my lovely curvy norn lady had to slim down :/
1. Same match ups week after week can make me do pve only and not log into wvw for days.
2. Nightcapping
3. The overall degeneration of fighting spirit among players due to blobbing. You know the situation, no tag on map and there are 20 afk players at spawn who won’t even bother help save T3 tower/keep. A tag appears and suddenly there is a zerg ready to mash 111 on a gate and jump on a lonely roamer after they chase him across half the map.
There are less and less small fights (which I find most fun) cos people give up before the fight even happens. Sometimes I can’t even take a camp/tower because 1 player is defending and those friendlies trying to take the objective with me consider dodging ac fire a mechanic for elitists. They die and they won’t come back to try again.
Zergs are the equivalent of anet’s casual approach to the game so the majority of players can enjoy a free ride without any effort.
@ Reverence
I don’t think you ever tried a dedicated healing staff ele, it does not need buffing on the water field at all.
Off top of my head (at work so can’t check in the game), the rough numbers with stacks/food etc are:
550HP/s regen (not 100% uptime but it’s welll over 75%)
260HP/s soothing mist
That’s over 800HP/s if the ele rotates attunements correctly and the party is well coordinated.
To that add:
1100 on water autoattacks
burst heals (really dont’ remember the extact numbers here), I could heal for some 10-12k every 20-25s via blasting my water field and dodging in water.
Healing power is not needed in large groups where the water field alone is all that’s required from ele to heal. Ele’s healing power has effect only on ele’s own blasts so in a zerg, where others blast the fields, healing power is irrelevant.
Now, think what can 800HP/s + bursts heals do for a dps player. Healing power is a beast when built correctly and in small scale. People don’t use it much because “healing power sucks” and they are lazy to do the math or test it themselves.
The negative is that it does require a certain degree of players’ skill and cooperation to reach that healing potential.
Ele in full cleric is quite tanky, ofc it’s not like a heavy class in full nomad but the added toughness with the amount of healing make it a very good tank that is weak only vs high coordinated burst or condition bombs while the rest of the party is afk. That combined with the focus eles get, makes rest of the party nearly invincible.
Ele staff water really doesn’t need buffing.
Reminds me how one time when pugging with a guildie, he decided to do this without telling us and he forgot he was the opener >…>
The healing isnt really that great. Applying regen will heal for ALOT more in 5 seconds, not to mention water blasts. Using it en masse is an idea, but good luck fixing a zerg with that, heh. No idea if any guild has done it.
The thing is, though, is you can still apply regen as well as heal for 1000 every 5s. I mentioned earlier that I use this with my cleric staff ele, its pretty awesome for assaulting keeps etc, you PvD and the water sigil heals the people on the rams for quite a bit, while you keep Healing Rain and Geyser on them on CD.
I use Delicious Rice Balls, Superior Rune of the Monk, Superior Sigil of Benevolence and Aquatic Benevolence for a total of 57.5% additional healing to allies, which makes the water sigil heal for 1000 every 5 seconds.
Using same build and stacked those rice balls for next 10yrs after I saw the heals.
Long reach please
My hard work running with zerg should certainly be awarded by stuff that’s way better than what pve scrubs have. Just let me hop to bl to pick my bday booster, see you in eotm, the skill required to succeed in there is so high that legendaries should be showered upon me /s
Some of these threads make me wonder what Anet’s casual approach to the game have resulted into.
^Told you there are some people that will complain about anything
If you wanted agreeing posts only, should had posted on your facebook.
To explain my first post, your suggestion is simply too good for anyone that grinds ranks. It would award those zerging/eotm players far more than those that play regular wvw, upgrade and defend.
I’d far more prefer to have some sort of reward tied to the weekly outcome of wvw as I noticed during last season, many enjoyed that token/reward system. It could have rewards closer to each other so the weaker servers, which are 3rd most of the time, wouldn’t lose much.
Tokens + badges and few event requirements to ensure the person spends more than 5mins in wvw to get those rewards.
This way everyone would get very similar rewards, instead of rewarding rank farmers. And any asc items would be also usable in pve, which believe it or not, even wvwers play.
For character progression, why not award special finishers to certain ranks. They are purely cosmetic and offer no advantages in wvw. The current system offers no character progression anyway after all the wvw traits are maxed.
For team fights, you can change your build and get better in using your skills but if your buddies don’t know when to peel for you, you will still have hard time surviving.
My hard work running with zerg should certainly be awarded by stuff that’s way better than what pve scrubs have. Just let me hop to bl to pick my bday booster, see you in eotm, the skill required to succeed in there is so high that legendaries should be showered upon me /s
Some of these threads make me wonder what Anet’s casual approach to the game have resulted into.