Torch
Zealot’s Flame. In addition to it’s current effects, it now provides 10 seconds of swiftness on cast. CD increased to 25s.
Cleansing Flame. Conditions are now also cleansed from the guardian casting the skill. It now cleanses up to 5 conditions total, 1 on cast and 1 each second afterwards. CD increased to 25s.
Sword
Flashing Blade Changed funtionality and updated description to: Teleport forwards, striking and blinding nearby foes. It no longer needs a target to perform a 600 range teleport, similar to Mesmer’s Staff Phase Retreat skill.
Pros of these changes:
Relieve some of the pressure on having to carry a Staff and/or Greatsword for mobility and/or swiftness.
You no longer feel as pressured to take Pure of Voice+Soldier Runes and/or Absolute Resolution for condition removal.
All of this definetly opens up new build possibilities.
Thoughts?
As i said above, use symbols (combo field light) and WW on GS to cure ~3 condis.
This does not remove conditions from yourself. Only the people around you.
^ If only…
All symbols should do spike damage instantly when placed and then continue to do damage gradually. They should also apply a condition on cast depending on symbol and weapon type. All main hand weapons should have a symbol too.
Right now they are boon pulsing light fields, pretty boring for having so many traits devoted to them.
The stun uptime since the Skull Crack and Burst Mastery buffs is maybe a little too much for such a strong hard CC. If you fail it, you can do it 7 seconds later, you don’t lose the adrenaline, there’s not much risk for such a strong reward.
Even widely percieved weak classes can have possibly unbalanced mechanics, but that’s not something that justifies having them.
I’m not sure if Healling Signet got overbuffed just yet.
The introduction of soloQ will not remove the standard teamQ. I expect that you can still queue with 2/3 man teams, but the wait times will propably be longer.
Queueing with 4 players might be useless, though, as you’ll need a solo player that entered the teamQ – which should still be possible, but who wants to do that? ;-)
Interesting, if it still works like that, we will mostly face more 5 organized teams than before, our lose ratio will rise and our rating will be non existant, but we don’t care, we just want to play together, so it’s fine. Thanks for the answer.
Why was this such an oversight back in the day? It would be interesting to know the reason behind this, to me at least. This shouldn’t be a low priority issue imo.
The roster will be hidden in Solo Q so this doesn’t happen.
I like playing only with my brother. So our only choise is roam/zerg thief/mesmer fest hotjoins now?
Celestial gear is best used as complementary gear to min-max your stats, and not used as your main stat combo of choise unless you have accumulated passive + %damage increases or taken sigils, runes or traits that compensate the low damage stats (especially power) you will have.
The general norm would be for you to use just a couple pieces to compensate a small deficiency in several stats without sacrificing much damage. Either way, with so many factors to take into account that’s not even for sure.
Staff is a vastly underappreciated weapon damage-wise that applies consistent steady pressure, but it has no burst. You don’t need to go full dps to provide decent DPS either, aside from full bunkers, it has its uses dps-wise even agasint a solo target. Everyone seems to focus on “this weapon has low DPS…” on target dummies! when in fact it shines against high mobility targets (hint: other players) or against, as widely known, multiple targets.
I’ve been using this weapon combo since closed beta (you heard right) to great success (I sorely miss my Spirit build!). With several buffs to Staff, the weapon became even stronger; they just have to buff Empower to be casted while on the move and I’ll be golden (I’m sure it’s going to happen eventually).
Remeber you have the greatest out of combat mobility with these two sets as well as great clutch disengage with Line of Wading+Leap of Faith. Both huge assets, especially for/as a Guardian.
Staff/GS is a very underrated combo, when in fact they both have lots of sinergies skill and trait-wise in all formats of the game (roaming, zerg, dungeons, fractals, world PvE and sPvP). I say try them out, and figure out the skill and trait choises for yourself (which is half the fun in these kind of games!).
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“Everyone running with Twilight and Sunrise” “pure grind and RNG” “rich people or no-life grinders/farmers”
All I see in this thread is pure and blatant overexagerations and envy. And I don’t even own a legendary.
Some of the legendaries are impressive looking, but even if they are not, they take quite the effort and dedication, that’s enough to impress me. If you bought it directly with gold, or cash>gem>gold, good, you are supporting the game we are all paying nothing to play (besides the box ofc), impressive as well.
My answer is yes, definetly, I wish I had one, or two… but I don’t have the time and I’ve been waiting for craftable precursors since they named the great scavanger hunt back in beta (?) as I’m a little turned off by the mystic toilet. Even then, it will be done mostly alone by me playing the game normally, as a long term achievement.
^ What about if you modify the inventory where you can equip and align two weapon sets regardless whether you can weapon swap or not (Engineer and Elementalist) and when you have equiped a Two handed weapon, this one uses the second sigil from your other main hand weapon on your other weapon swap?
-Two handed weapons (this includes Eles and Engies) now have two sigils.
-Elementalists and Engineers can now have a second weapon set ‘equipped’ and not in their inventories, just like every other profession.
This would be an elegant solution I guess. Hopefully plausible code-wise.
“Power Gloves”
Off-hand, can only be equipted with a two-handed weapon.
No Stats.
Slot.
Clever one. This glove would automatically equip whenever you equip a two-handed weapon.
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I’m sure you’re talking about those unrootable and uncrippable Skull Crack Warriors that 100B kill you in a stun… in that case, play extremely aggresive at first and force their stability and condition cleanses as soon as you can. Remember, he has more burst but you have more sustain. Always break only his Mace stun, ignore his shield and other sources of control. If you manage to waste their stability soon, try to kite him or control him while applying pressure. If you run out of stunbreakers and he’s still alive, try to predict his next Skull Crack and do a wolf fear or precast Troll’s Unguent, you can actually survive a Skull Crack+100B combo that way. You have a 15 second window when TU is down, which you can cover by using your own stability or control/kiting skills. You know a SC is coming if you see he’s staying long enough on Mace/Shield or is chaining Mace daze+shield stun to make you waste stability or a stun braker soon.
Some clever Warriors will try to disengage from you with Greatsword when you used your stun breakers, and will come back for a second round while your CDs are down… don’t let him do that, you have as much mobility as him, always keep appying pressure on him, don’t let him catch you on that position with a Bow (or low mobility weapon) on you and your weapon swap on CD.
Basically, if you manage your CDs better and force his soon enough, you should have the advantage.
Honestly, as a trap Ranger, Beastmaster Bunker ranger, spirit Bunker ranger or even Signet power Ranger, you shouldn’t have problems with other kinds of Warriors.
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I like the idea of the Vitality stat providing condition damage reduction actually. Thoughness is vastly more valued than Vitality currently, in all formats of the game. This would free up that pressure you feel into taking condition removal traits and utilities, and if you go with lots of Vit you’ll either be more susceptible to direct burst or do that much less damage, it would already be balanced.
For WvW -40% and other condi duration reduction foods should get nerfed anyways.
I really like this idea, it could promore more balanced and all rounded builds instead of both extremes in damage and bunker we see currently.
It could even slow down and shape this mess of a meta we have right now.
^Mortalitas, I think you meant Rapid Fire instead of Barrage.
I agree with lavra and Zenith, Rangers just have exelent tools to deal with any kind of Mesmer. Even better if you have some kind of anti spike and sustain in your spec. On one side you have Mesmers that just rely on pure burst and others that whittle you down slowly. Your best weapon against any of those is your pet, press F1 (yes, you have to press it) on the right Mesmer and your pet will attack it the entire fight, even with stealth (as it no longer drops aggro), showing you his position after stealth and of course pointing you towards the real one (trust me, this is more crucial than it looks on paper).
The ones that can pose you a real legitimate threat should be phantasm mesmers, but then, with careful positioning and cleave damage, you can deal with those too (Shortbow Rangers without Piercing Arrows trait are definetly going to have a harder time). As long as you keep dealing with those phantasms, you should outsustain the Mesmer’s damage but maybe not kill an overly defensive one, although he surely wont kill you either, he doesn’t have your disengage capabilities, not even close. Also, be careful on droping a Barrage on 3 phantasms each one with retaliation.
Ether Feast is a pretty overpowered heal in terms of HPS, so if you manage to interrupt that twice, you win. If it’s Mirror, he has drastically reduced HPS so you can play more agressively, save your Greatsword’s Hilt Bash for that.
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It’s not worth giving up the signet actives at least. Even then, I think there are too many uncontrollable variables between those Hunter shots to claim you now have a guaranteed crit every 12/10 seconds. In fact, that statement wouldn’t even be remotely accurate in practice. It also competes with trully competent traits and it’s mostly only useful for a single weapon, so all in all, it’s what seems to be an overrated Grandmaster trait not worth it’s current status. I hope I’m wrong though.
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I like my Hunters Shot>Drake’s Lightning Breath>Hilt Bash>Maul combo but with path of scars you can set up some interesting burst secuences as well. I wouldn’t call one set superior over another though.
I posted in a sPvP some suggestions on how to improve the Ele focus and make it a more desirable offhand choise in all aspects of the game. As I posted in offtopic mode, after a couple PMs, I decided to post here to better and openly discuss it among other Ele folks.
Let’s talk about balance. Imagine a good old weighing scales with two plates.
Now think about why everybody takes offhand dagger instead of focus. Superior mobility, superior healing, and sinergizing burst or control skills. That wheights much more than Focus’s unreliable and poor sinergized burst/damage potential.
What would I change:
Offhand dagger:
Ride the Lightning range reduced to 1000. 30s CD at all times
Scepter:
Shatterstone removed (piece of kitten skill, go away!)
Water Trident moved to slot 2. CD reduced to 10 seconds, healing reduced by 30%, damage increased by 30% (made up numbers, you get the point).
Alternative Water Trident moved to slot 2. CD reduced to 10 seconds. No longer heals. Damage increased by 30% (made up number, you get the point), it now applies 10 stacks of vulnerability for 10 seconds.
New skill Freezing Speed. Water. slot 3. CD 15 seconds. 600 range. Slide forward and strike the area leaving your foes vulnerable and leaving behind an icy line that chills foes. 10 stacks of vulnerability, 15 seconds duration.
New skill alternative Slippery Speed. Water. slot 3. CD 15 seconds. 600 range. Slide backwards and do an area burst heal leaving an icy line that chills foes.
^basically an improved water version of Burning Speed for Scepter.
Dagger mainhand:
Burning Speed charge range increased to 600, blast area increased.
Focus:
Freezing Gust revamped. Is now a targeted area (same area as dragon’s tooth, possibly smaller). It no longer requires you to face your enemy to cast it, still affected by LoS. It lasts 3 seconds, it pulses direct damage every second as well as chill, it now does a final burst heal at the end (heal similar to Cleansing Wave). CD increased to 30 seconds, casting remains the same. Moved to slot 5.
Comet damage increased by 33% (or whatever, by a lot), area increased to 180. Moved to slot 4.
Swirling Winds In addition to its current functionality, now gives you and allies in the area swiftness on cast. 10 seconds duration.
Gale Now affects a small area (120) around your target. No longer requires you to face your enemy, still affected by LoS.
Flame Wall this skill is now three times as broader, now lasts for 5 seconds, its persistent direct damage has been doubed. Cast time reduced to ½s.
Reason behind the changes: Elementalists as squishy as they are, really need the mobility they are going to lack without Ride the Lightning, the additional healing from Cleansing Wave or additional burst rotations to punch their foes down; that’s why I shared out some of the mobility around (improved mobility on scepter and dagger mainhand while reducing offhand daggers’s) and tweaked the Focus to have it’s own utility and damage that diferentiates it enough from the offhand dagger. It now has added healing and damage, but not overdoing it as it has Obsidian Flesh and other strong defensive skills.
What other suggestions would you make to improve the Focus and make it more desirable/viable over offhand dagger?
Thanks for reading!
PS. TGSlasher, ty for your input.
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DoH! that’s what I’ve came up with, I was surprisingly close!
http://gw2skills.net/editor/?fEAQJArYhEmkbzRywjEIEFmAKMKECiHWgDwhlCzAA-jUyAorASfAICgZvImAHyaVrIasKbMlrQq2NyCBMaMA-w
Yours is better, as your food is much cheaper!
People don’t use eviscerate or 100b in PvE. Axe/mace does more damage than 100b, and you never want to spend adrenaline as you lose the 15% extra damage from the grandmaster trait.
There is no reason whatsoever to move 100b from a weaponskill to burst. It would not change a thing in pve about warrior OP damage and it would only hurt PvP warriors.
That’s what I supposed people did on PvE, I didn’t know it was all about stacking passive increases, but it makes perfect sense. Still, even is deleting the part “adressing OP PvE damage” I think it has some value even then.
100B needing so much set up only narrows down build diversity, or a weapon focusing so much on a single damaging skill that’s quite unreliable and easily counterable on it’s own is not a good sign in my opinion. That’s why I was proposing a more reliable 100B in a weapon that never uses its adrenaline skill.
Arcing Slice on slot 2 removing 2 boons is a great suggestion actually, as said above.
If the PvE problem is adrenaline passive damage increases, just nerf them or change them altogether to something more interesting, PvP warriors use adrenaline constantly so they wouldn’t be affected much at all.
Maybe 100B becomes the burst and Arcing Slice moves to the main bar?
DISCUSS!
I actually like this one, 100B is the signature move of the greatsword afterall, you could buff it in some interesting ways, giving it some utility per bar of adrenaline spent, slightly nerfing its direct damage and moving Arcing Slice to slot 2. You would nerf PvE damage this way (good!) while gaining more utility, specially for PvP (good!) and therefore slightly nerfing cheese combos such as Skull Crack+100B (good!) which are easy to apply, too effective and hard to counter currently.
My proposal:
Arcing Slice is moved to slot 2.
8 seconds CD, same damage, applies fury on hit 5 (?) seconds duration (you can achieve 100% fury uptime with boon duration I guess?) opening up other utility/elite choises and therefore other trait choises as well as possible new gear/equipment combos (ex. valkirie amulet). Cast time reduced from ¾ to ½.
Hundred Blades is moved to Burst (F1) slot.
Casting time remains 3½s.
Level 1 adrenaline: 1 second immobilize on 1 second of cast
Level 2 adrenaline: 1 second daze on 2 seconds of cast
Level 3 adrenaline: 1 second stun on 3 seconds of cast
I donno how could it be worded when quickness is active!
Damage coheficients changed. Now the full chain up until the last hit has it’s damage slightly reduced (like mainhand Axe), but the actual last hit of the chain has it’s damage significantly increased (even more than the current version). So now it feels much more rewarding landing that full chain. Now that it doesn’t need as much set up (just raising adrenaline bars and… maybe a paralization sigil?), it actually frees some utility/trait/gear choises (good!) therefore opening up new potential viable builds.
The good thing is that it would offer some room for counter play such as allowing a dodge when dazed or right after the stun just before the last hit will come.
The pros of this would be:
-more PvP utility or better self set up for 100b opening up new build possibilities
-no more 100B>Eviscerate for overpowered PvE DPS
-You no longer feel as pressured to take bolas, sword for the Flurry or Mace mainhand just to set up 100B.
-Greatsword is now a more selfsustained DPS weapon overall.
The cons:
-cancel Flurry into immob>100B and Skull Crack>100B would lose some of it’s charm for only 100B set ups evidently.
Thoughts?
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Guardians are pretty happy with their state.
0 – 5 – 30 – 30 – 5
this is my support setup.
That level of stat optimization is impressive!
The difference between 700 and 0 healing power on a Guardian is quite significant, I wouldn’t call that an all or nothing stat at all. The idea here is to optimize the stats as much as possible, it doesn’t matter if the stats are like a ‘fruit salad’, mixing stats is actually a good thing here.
If I ditched all that healing power I’d be gaining + 200 attack and 15 to 20 crit damage, but I’d lose like 200 armor, 400 healing power and like 2k HP, crit chance would stay relatively the same. Even if Power is 1700 (2800 attack with a greatsowrd), I could still gain + 250 with blood stacks (making that 1900+ power/3000+ attack) and I’d have more might stacks uptime that sort of cover that weakness with the newely buffed greatsword autoattack and Staff’s Empower plus +50% boon duration.
I’d like to get that Power and crit chance up through base stats without sacrificing much of anything else though. I’m trying to min-max the stats with a base trait/rune/food roster.
Thanks for your input.
I remember when it was an instant long lasting invulnerability buff back in closed beta. We were such unkillable gods back then… <3
I’ve been working on this hybrid build: http://gw2buildcraft.com/calculator/guardian/?3.0|1.1n.h1j|6.1n.h1j|1g.7x.1k.7x.1k.7x.1g.7x.1k.7x.1g.7x|311.e17.311.e16.211.e14.211.e14.311.e16.2v.e14|0.0.k56.u29b.k69|4h.1|w.16.y.19.1i|e
Without AH but with Absolute Resolution, Pure of Voice and Soldier Runes, this is the most well-rounded build I could come up with. The problem is that I was never a fan of not having AH (plus decent condition removal). So if I want AH I have to sacrifice either Pure of Voice (which is overrated without Soldier Runes, but pretty decent with these) or Absolute Resolution, sometimes incredibly underrated, hence why I’ve taken it instead of, shockingly, AH. Obviously, I was not convinced yet, like most of you, I just like AH too much.
So I rearranged my traits and came up with something like this: http://gw2buildcraft.com/calculator/guardian/?3.0|1.1n.h1j|6.1n.h1j|1k.7r.1c.7r.1a.71g.1k.71g.1a.71h.1k.71h|311.d1a.311.d15.2u.d14.21k.d14.311.d17.3s.d15|0.0.u56b.k29.k29|15.1|w.18.16.19.1i|e
Which ended up being my final trait choise.
No more Soldier Runes+Pure of Voice, but AH+Absolute Resolution+ -50% condition duration and +50% boon duration. I no longer felt the need to use my shouts as condi removal, this gives me that much more freedom when using them.
With that said, my traits and runes choise is final, the point of this thread is not discussing my trait+rune+sigils roster, it’s about you helping me optimize my stats.
As you can clearly see, I like well-rounded stats (as an example: http://i.imgur.com/GU61u1p.jpg my Guardian just after the first Karka event back in the day, months ago). But these round numers don’t mean jack kitten if it’s not the most optimal combo in terms of damage+mitigation, hence why I created this thread. If Ascended Weapons/armor ever come out I’d end up with 1700+ power 3000+ armor, 700+ healing power but again, it just looks good on paper, and well, not so much, as the Power+Crit. Chance are both low.
So I ask you: What Armor and/or jewelry pieces should I change in order to improve or balance the damage (crit. chance, power…) with out sacrificing mitigation (healing power, armor, HP…) and vice versa?
Thanks in advance!
Edit: This is mainly for all purposes WvW.
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Why’s that? what’s the reason? Sorry if this is offtopic!
2h weapons have higher base damage than 1h ones, the tradeoff is losing one sigil slot.
Weapon base damage is meaningless when all skills have their on damage coeficients and are always modified accordingly and individually; even if given the case, the trade off is too harsh considering there are lots of two handers that have vastly different functionalities… but… fine… it’s…
It should be in 15 mins btw!
Please please please ask this one:
Do you plan to add a second sigil slot for Two Handed Weapons?
Not gonna happen, no need to ask about it.
Why’s that? what’s the reason? Sorry if this is offtopic!
Please please please ask this one:
Do you plan to add a second sigil slot for Two Handed Weapons?
Multikit Engineer.
Oh no, wait, multiconjure weapon Elementalist.
^A mix of Celestial and Berserker trinckets (always put crit. damage on the jewels), a mix of Magi and Cleric Armor, Knight weapons, 2x Melandru Runes, 2x Monk Runes, 2x Water Runes, -40% condition duration food, sharpening stone.
Well, something like that, I’d let you figure the combination for yourself.
With Purity+Absolute Resolution x2 (Renewed Focus)+ -50% condi duration is more than enough condition protection, you don’t need Soldier Runes+Pure of Voice at all, so you can get AH for imba sustain with the Staff and get more boon uptime (=more regen, proc, retal, perma swiftness, etc.) with +50% boon duration.
As the title says. I’m looking for a discussion on what the best all round setup would be for a tanky guardian that goes into the thick of things.
I play in a guild that goes up against much bigger numbers pretty much all the time. So we have to run tanky!
Current setup:
4 * PVT Armor with Duration Rune Mix (2 water 2 others (monk?))
2 * Berserker Armor with Rubies
Jewelry mostly Valkyrie or Celestial (where I can afford them)Weapons: Berserker Staff (always) and GS/Hammer!
0/0/30/20/20 (AH + shouts)
What I’m looking for is 17-20+k health combined with high armor. About 500-1000 healing power! While keeping my power and crit up as high as I can!
As I’m sure many others have gone this route or something similar (or even something different you think might work for me) I’m posting here.
Let me know what you guys have come up with!
And lets discuss rune options as well.
Is boon duration worth it?
How about Lyssa Runes?
Soldier Runes (I think that with enough other guardians and warriors, its not essential for me)?
Any other nice ideas around?
How about -50% condition duration and +50% boon duration with ~2800 attack, 55% crit damage, 33% crit chance, ~3k armor and ~700 healing power (more with precision, blood or life stacks), and 17k HP? Using 0/0/30/20/20. You can easily achieve something like that, I’m pretty happy with my hybrid actually.
Don’t forget pets, minions and clones blocking projectiles, and even melee attacks. They are like mobile meat shields, easy to rebuild, absorbing big amounts of damage.
I certainly agree, specially from Mesmers, but also from Necromancers and other pet using professions/specs. Maybe these don’t represent the strongest specs of each class (debatable for some), but they require a higher degree of focus to fight against than with any other profession in the game (specially with Mesmers).
In the case of Mesmers, the ‘minion’ (clones/phantasms) or otherwise NPC AI spam clutters your screen, messes up with your click or tab target and the similarity of clones can make for a frustrating experience when doing a team comfrontation for example.
Due to the 5 cap on AoE, clones or pets often make use of that AoE cap acting as an incredibly effective mitigation source, far from their initial intended use (diversion=clones, damage, control=phantasms, pets, minions, etc.), they also block lots of proyectiles; I know of Mesmers that sit inside their illusions when the backstab is coming, and the illusion eating the backstab instead. Maybe that’s smart play, but I don’t think that’s an intended outcome.
Also, and very important as well, having several AI NPCs (illusions, minions, pets, whatever) in middle of a battle is definetly not spectator friendly. Reducing particle effects is not going to solve this.
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CONDITIONmancers can now burst just as fast as a glass cannon thief or warrior and with DS, great peels, CC and a buffed weakness, you have more survivability than these two, something is just wrong with this. Speaking of strictly sPvP.
Terror Necros are pretty broken right now.
I remember me and my buddy (both theives) chasing this Necromancer speedhacker across all over the ENTIRE map until we managed to kill him, it was hilarious, so shameless… so much that we forgot to report him lol.
The worst offenders are teleport hacking thieves killing dolyaks. I’ve seen countless of these already, no stealth, no shadow steps, no blinding powders, just a very clear teleport hack, they are incredibly difficult to report, too.
i played for 8 month with this computer and i never see this type of bug with phantasm that looks like ghost. After some pach i begin to sse that. If you need screen because you belive that i’m kitten i will put them.
This bug has been around for a long time. The phantoms would summon looking transparent but after getting stealth from any source they would reappear looking like normal clones. I haven’t logged on mesmer for a long time, but it now it looks like phantoms are being summoned looking like clones without getting stealth.
+1 I can confirm this. This makes phantasm mesmers even stronger.
MMMMMMM Rifle+Kit Refinement+Tool Kit+Slick Shoes+Rocket Boots = massive mobility… my body is ready indeed.
Too good patch notes to be real.
Those are fake for sure… A well made fake, yes, but fake.
As a player who’s been here since closed beta, all of the leaked patch notes so far have been legit. These look legit as well.
The complainers just don’t see the bigger picture.
I’m seeing some amazing buffs there and some potential sinergies all over the place (never underestimate the aftercast reductions which could improve gameplay massively).
30 defense + 30 discipline + berserker stance = lol conditions. Add there a Sword and Leg Specialist and now you have and unkiteable immobilizing machine of a warrior.
Mending is now amazing, period.
any suggestions for a non cleric build?
I went hybrid. Never looked back. That means decent stats on everything: 2900 power, 3000 armor, 33% crit chance, 55% crit damage, 700 healing power, 17k HP and so on.
I always thought 1¼ second lasting evade (immunity) with a 10 seconds CD (potential of 8s) was a little bit too much for a weapon skill (yes, same with Blurred Frenzy). It’s not that Sword/Dagger Rangers are struggling mitigation-wise right now, especially with all that disengage potential coupled with the evades. If they improve the pathing, I consider this a positive change overall.
If this is the start of tunning down highly on demand invulnerabilities as a whole, it’s a good sign. All these skills are too ‘mistake’ friendly in terms of opportunity cost, as they call it, they make counterplays a joke and becouse of these, everything all of a sudden bocomes a DPS race with no depth. We need more clutch and chess like gamplay in this game.
*raises up shield to resist forum warriors
*puts on flamesuit as well
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If you want to succeed, in my opinion, Necromancer (and Warrior, to a lesser extent). The difference between an average one and a good one is outstanding. You can’t really say that for the remaining professions.
I wish this game had a telegraph system such as the one Wildstar will have, maybe not so visual; the visual cues should be improved regardless. Also, I’m in favor of significantly reducing evade and protection uptimes, and severly nerfing blocks and blinds as a whole.
Maybe this way, as an example, you could reduce some of the imbalances of a Berserker Mesmer having (vastly) superior survivability than a Soldier or Knight Warrior.
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Sorry, but you’re wrong about the damage bonus. Yes, skills have their own coefficients. But for a lot of classes those coefficients are the same as many one handed attacks. Guardian, specifically, is a great example of this. First two Greatsword autos are .8 coefficient, third is 1.2. Sword is .8, .8, 1.5 but doesn’t cleave. So yeah, Greatsword does do higher damage on the first two, and the third swing is balanced around being able to cleave.
Oh come on! We all know that’s not the reason why two-handers don’t have a second sigil slot; and they wont tweak those numbers if they ever allow a second sigil becouse not all sigils offer a direct damage increase either.
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I applaud you for thinking outside the box. This build is not bad at all!
This has been long long overdue. Back in beta, Jon Peters actually claimed this was going to get solved, here we are, nothing changed.
The argument: “two-handed weapons have higher base damage”… well… that’s bullcrap. Each skill of each weapon skill set has it’s own damage coeficient, so the
base damage difference the weapon shows is just fluff.
“Two handed weapons have more damage than one handed weapons and one-handed weapons have more utility” Nope, see Guardian’s Scepter and Staff, or Ranger’s Sword and Greatsword.
“Don’t buff greatsword Warriors moar!” kitten it. This is an entirely different issue altogether, these OP kitteners need a serious PvE damage nerf across the broad.
Those that use a weapon on each hand have the versatility of additional sigils and can change offhands or mainhands to get different weapon skills on top of that.
If it’s a problem with the coding of having more than one socketable item on a single item, then it would be good if a dev. confirms this and/or if it’s a work in progress or whatever.
Thanks for reading.
Curious… Rayya’s stats are the only ones I like in this entire thread.
I can certainly agree Dancing Dagger is pretty crappy, not on C&D though. I can agree spamming FS on heavy initiative regen builds feels a little too rewarding, but as already said, it’s the only way to apply pressure besides spaming 1 all day.
I think in this case, if you take from some place, you have to give somewhere else.