(edited by KinkyPotato.4219)
Just ascended amulets? what about the rest of the gear?
Good question!
Ascended rings will also be available for laurels as well. Back slot items will be made more widely available in the future and will likely tie into a different reward system.
(Please note, the ascended gear purchased for laurels will not have agony resistance built in, since that mechanic is currently unique to progression in the fractal dungeons. They are however statistically the same as any other ascended gear.)
We will also introduce an additional reward system (or systems) in the future to make these items more accessible to WvW players on top of the laurel system.
The remaining ascended item types will be introduced in future releases, and may or may not tie into the laurel system, TBD.
(Edited to add note about agony)
Will we also be able to purchase rings with nomenclature currently not existant at the fractals merchant including: Cleric’s (Healing/Toughness/Power), Giver’s (Toughness/Healing/Boon Duration), Carrion (Cond Damage/Power/Vitality), Apothecary’s (Healing/Toughness/Cond Damage), and Magi’s (Healing/Precision/Vitality)?
Eventually I’d like for them to add some sort of shield boon, similar to the shielding spells that many LoL supports have. Shields (a spell that would absorb the next incoming X damage) works wonders since you never run into the problem of frustrating your opponents by out-sustaining their damage. It also allows for a more proactive approach to supporting, a la GW1 mechanics (specifically protection prayers which was all about using the right boons BEFORE damage came as opposed to AFTER).
Edited to add in a few more missing armor pieces as well as the fact that the jewels should match the base attributes on the ring/amulet.
(edited by KinkyPotato.4219)
It’d be nice if they added this relatively soon though…eventually supporters are going to need Agony Resistance to progress to higher levels and I really don’t want to waste my fractal relics on items that I don’t intend on using.
I can compile a list of all the missing nomenclature…anyone want to help me figure out which sets are missing?
Yeah, all item nomenclature should be included with Ascended Gear…please update this as soon as you can Anet! Thanks.
(edited by KinkyPotato.4219)
Pretty much the title, why has there been no Healing Ascended Gear added? And by healing ascended gear, I mean accessories with the following nomenclature:
Cleric’s: Healing Power (Major), Toughness (Secondary), Power (Secondary)
Apothecrary’s: Healing Power (Major), Toughness (Secondary), Condition Damage (Secondary)
Magi’s: Healing Power (Major), Vitality (Secondary), Precision (Secondary)
Giver’s: Toughness (Primary), Healing Power (Secondary), Boon Duration (Secondary)
And while we’re at it, if you’re going to add progression to WvW (which is what I’m assuming to be the addition of ascended trinkets and accessories), please be sure to include these in there as well! And, may we also have their respective gems added into the slots as well? Some of the ascended gear will have a prefix like Berserker’s but then the extra bonuses added onto the ring will have magic find. So if you were to add an Ascended Cleric’s Amulet, please add the Ascended version of an Exquisite Sapphire Jewel (adds Healing Power, Toughness, and Power). Thanks!
Edit: Carrion’s: Condition Damage (Primary), Power (Secondary), Vitality (Secondary)
Knight’s: Toughness (Primary), Precision (Secondary), Power (Secondary)
Full Rampager’s: Precision (Primary), Power (Secondary), Condition Damage(Secondary)
(edited by KinkyPotato.4219)
This is what I use for PvE Support. All the relevant details are included in this website as well (mainly what runes to get, sigils to focus on, and armor nomenclature-Cleric’s). You get ample healing from your Med Kit Bandages/Supply Crate Bandages and Regeneration Boons (Rune of Dwayna/Healing Mist) when you stack Cleric’s gear. The Elixir Gun, while pretty weak, roughly heals for ~300 HP a second in Full Exotic Gear and coupled with Kit Refinement, spawns two which doubles that to 600 HP a second (provided your allies are standing in the circle…let them know ahead of time). Your bombs will also heal for approximately ~300 HP an explosion which while not terribly efficient for healing allies, can be used to bolster your own survival. Use the bombs to control your enemies with Smoke Bomb and Glue Bomb, the Flamethrower to push/interrupt key enemy actions (when monsters charge up for example) and blind, and the pistol/shield to daze, knockback, and blind.
Edit: Bad link. Here’s another site: http://www.guildhead.com/skill-calc#mzMzM9Mz0mLNlMmGNlMa0xGaczsqmsm8kiU70z7070z7kiU707kIM70V7ofF70m8of2.
Click the Skills & Traits, Stats, and Equipment Tabs to check the information you’re looking for.
(edited by KinkyPotato.4219)
You are on the ball with your points! I definitely agree with your point in that support builds should feel more impactful, given the sacrifices they have to make to damage. Every archetype should have noticeable advantages and weaknesses just like you mentioned in your last paragraph. What I don’t necessarily agree with you however is the NEED for the trinity to exist. I feel the game works just fine without it…it’s just that healing support needs to be bumped up to an impactful level.
I feel like the game would benefit greatly if it implemented the cooldown/duration system it had in the first Guild Wars. Enchantments (now boons in this game) typically had durations under 10 seconds while their cooldowns were anywhere ranging from 5-15 seconds (this is a very mild average mind you). I have to question why so many utility skills have cooldowns exceeding 25 seconds. For a game that praises active combat and impactful trait choices (many which bolster your utility skills to fulfill your desired role), it certainly does not feel that way when you can only use your role-defining abilities so few times.
Examples:
Guardian
Sanctuary (120 CD), Retreat (60 CD), Bow of Truth (60 CD)
Engineer
Toss Elixir C (30 CD for one condition cleanse…really?), Toss Elixir S (60 CD for a random stability or stealth….)
i feel the range should be greatly increased for us to be really useful, but there is already shout warriors everywhere, or FS guardians. tbh if we were to burst heal for the same amount as the shout warrior (full cleric shout wars healing for over 1.7k heals a hit) wed be less effective than them, except wed have 4sec less CD on 2 of there skills, but have 2 (or only 1 if you have the kit refinement trait) heals short of them. Right now a properly decked support engi can heal just fine, you DO have to bother your teammates to hug you at all time, but lets face it, if those ranged/casters dont listen to you, theyre gonna die anyway, just like they probably always do. Of course im speaking about dungeon Support engis only.
TLDR: i think its fine as it is.
Healing is not the only thing that a supporter should be doing though FYI. Support Warriors bring Shouts/Banners with increases to stats in addition to possessing the largest arsenal of weapons while Support Engis bring more control through conditions. How would we be less effective? We would still have bandages, and our Supply Crate…
What I’m suggesting is to make the heal more bursty (but heal for roughly the same amount as it would have been over 10 seconds) so wouldn’t it be better if your dungeon mates only had to stay in the field for 3 seconds as opposed to 10? This has various implications as a lot of the dungeons I’ve done have very dangerous AoE (Twilight Arbor, Arah…etc) circles that NEED to be avoided…being hit by one of them is very damaging and the healing provided from the 10 sec Super Elixir simply doesn’t cut it in a lot of those situations.
And I was talking mostly about a WvW perspective but the same applies anywhere in the game where movement, dodging, and active positioning all play a major role in damage avoidance. A 10 second Super Elixir Field simply does not accomodate for such a playstyle as you’re forced to counter productively stand in a confined area.
I would love to see Super Elixir become more bursty. With a high emphasis placed on the use of dodge and mobility as a means of survival, it’s hard to expect a group of players to stay within the field of Super Elixir; and it’s often counterproductive to do so, since the healing is so small per tick. Standing within Super Elixir’s AoE for the full 10 seconds will often get you killed, which seems to me to be counterproductive…etc
-Travail.
This exactly sums up how I feel as well! I mean there are also more glaring problems with the class but I figured this was one of the more important ones to be tackled for support engineers. Cheers because I thought I was the only one that wanted more burst heals. I feel like the game would go a long way in having League of Legends style supporters (I’m unsure if you’ve played it or not). Basically, the supports in that game either have a high value/high cooldown shield or heal that they can use on a single ally. Knowing when to use those defensive abilities could very well determine a 5 v 5 PvP Teamfight.
While I feel that some classes have LoL-like support capabilities (Elementalist, Guardian), others don’t (Necromancer, Engineer, Mesmers…etc). In general, I feel like a lot of the coefficients/values on support abilities need to be re-evaluated and looked at again because Guardians and Elementalists reign supreme in the support archetype. They have higher numbers, more abilities, more boons, and shorter cooldowns. As a primer, this is NOT a call to nerf these two classes. This is where other classes should be brought UP TO to feel impactful. Just take a look at these two examples:
Necromancer
Deathly Invigoration: Heal in an area when you leave death shroud.
Heals for 8 + level * 1.8 + 40% of Healing Power.
Elementalist
Healing Ripple: Heal nearby allies when attuning to water.
Amount healed = Base Amount (1302 @ 80) + Healing Power
Granted that there are various other factors to consider such as availability, why are these two numbers not closer to each other since they are functionally almost the same spell? They obviously are both very interesting traits…and the apples to oranges argument doesn’t apply here either because of how inferior the Necro’s group heal (With 1700 Healing Power at Level 80, heals for ~832) is compared to the Ele’s group heal (At 1700 Healing Power at Level 80, heals for ~3002). Cleaning up a lot of these numbers and buffing all of the other classes’ support options would go a long way in diversifying the support archetype and making it worthwhile and fun for every profession.
(edited by KinkyPotato.4219)
I have no problems healing players with my engi, yes i lost a lot of healing due to last patch but it still works well..i really like how Super Elixir works please dont change its mechanics, sure i’d like a boost in healing, but geyser feels terrible when i used it..
Engi Dps sucks so bad tho
Why would it feel terrible if it got changed to Geyser? And I’m not changing mechanics…I just changed numbers. It heals for roughly the same amount over 3 seconds as opposed to 10 seconds…what’s the problem?
It’s interesting to note that Geyser heals more over 2 seconds than SE does over 10.
Geyser does have a smaller area, OTOH, and there are some limitations on attunements that kits don’t have, namely that you can’t just swap from fire to water and back to fire again immediately and that you can’t have geyser without also having all your other attacks be area-oriented as well. That said, kits do have their own intrinsic issues.
I think, if we’re being realistic, that a shorter-duration SE would end up healing less than Geyser does. It would likely also heal less than SE does currently, although only if compared to the full 10 seconds of the current SE.
With that in mind, I wouldn’t be wholly averse to a burstier SE.
Geyser does have a smaller area but most staff Elementalists take Blasting Staff which effectively ups the range of Geyser from 120 to 180 (just 60 less than SE). Geyser would have its own set of benefits as it is a water field which means the elementalist will still be healing more due to the possibility of them blasting it (and most sensible elementalists will pre-emptively cast their Eruption before placing their Geyser in it).
While the duration says 2 seconds, it should also function similarly to Geyser where it heals instantly (thereby procing 3 times). So that would also mean that it’s healing more than its current form over 10 seconds. However, I would much rather have a more reliable/burstier but shorter-duration heal at my disposal than almost always being forced out of the area due to AoE/Kiting.
(edited by KinkyPotato.4219)
I had been looking forward to healing bombs for so long, so it was a really big let down when I got it. They really scale that badly with healing power?
Also, why doesn’t healing turret scale with healing power? This whole time I thought that it just needed a little boost. When I noticed a better healing field on my ranger (who is not specked into healing) I assumed healing turret just wasn’t strong enough, not that it doesn’t scale.
Yeah, all of these interesting options were a big let-down for me as well. The Elixir-Infused Bombs is such an interesting trait but so inferior…a buff to a 0.2 or a 0.25 coefficient would be perfect imo (since you balance out the reward of the higher heal with the risk of you physically moving in melee range of your damaged allies) And, I just tested the Healing Turret in the Heart of the Mists (little fire area off to the left) and it’s confirmed that the regen is still only 130 HP a tick . Also, once I detonated it, I still had about 20 seconds of regen on me all of which ticked for 5 HP a second. Yay for support engineers!
Edit: I tested it again and the Healing Power seemed to work on the Healing Turret at random times. It’s very variable when it ticks for 300 vs when it ticks for 130. Still doesn’t explain why we’re left with a one minute 5 HP Regeneration Boon once the turret is destroyed.
(edited by KinkyPotato.4219)
I would love to see something like this happen to the Super Elixir. After this patch I can’t see how being a healer engi is even possible anymore. All I ever see is people dying around me because all of our aoe healing options are too weak. Just look at healing turret:
Turret
Heal: 4920 (self)
Regen: 8 s
Life Regenerated: 1040
Combo field: water (For a second out of every
Radius: 480
PermanentI know it’s supposed to be a self heal, and its permanent, but what else do we have? Healing bombs? …etc
Elixir- Infused Bombs have a 0.1 coefficient and with approximately 1700 Healing Power, the most I saw them heal for was ~300 health a bomb. This is also a ridiculously low amount and it goes to show you how limited, weak, and un-rewarding our heals are. Coupled with the fact that allies are constantly moving and you have to be standing extremely close to them for the bomb to land (as well as the delay for the bomb to explode), makes this an incredibly difficult trait to work around as well.
In addition, while the changes to Healing Turret are nice and welcomed, I feel like they need to address the bug with that skill. The Regeneration Boon applied from the Turret doesn’t scale with your Healing Power for some odd reason…it remains constant at 130 a tick which is incredibly weak. Additionally, destroying the turret has the regeneration on you get downgraded to 5 HP a tick…and there is no way to remove this inferior Regeneration should you want to apply more Regeneration Boons…so you’re pretty much stuck with a 5 HP Regen that could last well over a minute (depending on how long you had the turret out) before your stronger regen takes place. Also incredibly frustrating.
For now I use Med Kits which are pretty powerful in of their own…if you want to support allies, I suggest using Med Kit for now (with ~1700 Healing Power, each bandage heals for ~1800 HP. Placing a stack of 3 of them gives a burst heal of roughly ~5400 which is excellent). However, there is a very high burden of knowledge with Med Kits since the visual cue is incredibly small, the area is also incredibly small, and the audio signal is low. If you want to support allies in dungeons, try using the Med Kit. I wouldn’t recommend taking the Elixir-Infused Bomb Trait as it is far too weak for a Grandmaster Trait and generally not worth it for ally support. Furthermore, combine the Medkit with a Six Piece Rune of Dwayna which should give you near permanent AoE-Regen (and surpassing the Healing Turret).
(edited by KinkyPotato.4219)
It would tick 3 times and that’s how it functions with the ele…The Engineer can easily combo with this skill if they have a shield/bomb kit/rifle equipped. Just throw down a super elixir, switch to your main hand set, and use your respective skills. In the case of the bomb kit, pre-emptively put down your Big Ol’ Bomb before using your Super Elixir. Heck, you can even combo it with Supply Crate for the Blast Finisher. I don’t think it’s that rough tbh since eles do it just fine as well.
Edit: This is in reply to Issair. Forgot to quote heh
Just a question I felt like posting since many of us (including myself) actually enjoyed the high-healing bug that was occurring before this patch. For comparison, the Water Elementalist’s Geyser and the Elixir Gun’s Super Elixir are provided below:
Geyser:
Create a geyser to heal nearby allies.
Healing: 808
Duration: 2 s
Radius: 120
Combo Field: Water
Range: 1,200
Recharge: 20 s
Super Elixir (Current):
Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 380
Pulse heal: 140
Duration: 10 s
Radius: 240
Combo Field: Light
Range: 900
Recharge: 20 s
The problem with this spell as of now is that it has way too long of a duration with too minor of an effect. It currently feels more like a passive/fire and forget it healing spell as opposed to an active life-saver. Healing supports should be providing clutch area fields and heals but this spell accomplishes neither since its effect is too weak and requires your allies to stand in a confined area for 10 seconds! Spells like Geyser allow your allies to quickly maneuver themselves into the field and receive an immediate benefit as opposed to this spell that requires an exceptionally long time to build up (and the benefits may not even be that clear as the healing is very weak and susceptible to being out damaged…let’s also not forget the very few visual cues that this spell gives off). It makes for an incredibly frustrating experience for both the supporter and the ally receiving the spell not only because of its weak effects but also because it doesn’t have a distinct visual cue that entices allies to want to stand in it (as opposed to Geyser with water spouting out/Healing Rain with droplets of rain failling/Symbols). I think changing Super Elixir so that it’s a high-powered/short duration Light Field would work wonders for making a Support Engineer that much more viable.
The new spell would still be very distinctive due to the classification of the fields provided. Water Eles can use their Geyser to roll into it/Blast it with Arcane Blast for two pulses of Area Healing and Engineers can combine their Light Field Blast Finishers for Area Retaliation or with Leaps/Physical Projectiles to cleanse conditions. Therefore, the new spell should look something like this:
Super Elixir (New):
Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Pulse heal: 808
Duration: 2 s
Radius: 240
Combo Field: Light
Range: 900
Cooldown: 20 s
What are the community’s thoughts on this?
(edited by KinkyPotato.4219)
Heh, it was a really fun trait though. And why would that invalidate the whole post? That was one example of the 11 I provided. You could easily just remove the blast finisher aspect and still keep it there.
Forceful Greatsword seems to be a pretty mandatory trait (and one that overpowers most of the other traits in that tree)…and that also doesn’t include all the very niche/weak traits in Arms like: Gain fury when you immobilize a foe, 10% chance to gain swiftness on crit for 3 seconds, and critical hits grant an extra adrenaline strike.
And yes, support warriors are one of the trees that did it right in terms of radically changing your playstyle. That I agree with, no doubt. My suggestion was just to get rid of some of the more boring damage boosting/cooldown reduction traits and merge some of the more interesting adept and major traits into existing grandmaster traits. Generalizing those traits so that any type of class (Damage/Control/Support) can utilize them to their fullest potential was my ultimate goal.
(edited by KinkyPotato.4219)
ELEMENTALIST:
a) Elemental Shielding- Gain protection and fury for 3 seconds when applying an aura to yourself or an ally. In addition, you and all nearby allies gain an attunement-based aura when attuning to an element for 3 seconds:
Fire: Fire Shield.
Water: Frost Aura.
Air: Shocking Aura.
Earth: Magnetic Aura.
b) Evasive Arcana- Create an attunement-based spell at the end of your dodge. Each spell can only be triggered once every 10 seconds.
Fire: Flame Burst.
Water: Cleansing Wave.
Air: Blinding Flash.
Earth: Churning Earth.
c) Descent of Elements- Create an attunement-based spell whenever you take falling damage or jump. Take 50% less damage from falling. All spells share a global cooldown of 10 seconds.
Fire: Dragon’s Tooth.
Water: Frozen Burst.
Air: Updraft.
Earth: Earthquake.
d) Master Conjurer- Conjured Weapons have 10 more charges. In addition, their passive effects are increased by 50% and shared by all nearby allies.
e) Written in Stone- Signets may now be used twice before going on cooldown. In addition, maintain the passive effects of signets when you activate them and gain a boon based on your current attunement for 6 seconds.
Fire: 3 stacks of might.
Water: Regeneration.
Air: Swiftness.
Earth: Protection.
f) Cantrip Mastery- Cantrips grant you vigor, fury, and 3 stacks of might for 10 seconds. In addition, whenever you use a cantrip, you apply the effects to 5 nearby allies as well.
g) Tempest’s Protection- Whenever you are disabled or take more than 15% of your health as damage in a single strike, surround yourself in a Shocking Aura and gain stability for 3 seconds. This effect can only occur once every 60 seconds.
NECROMANCER:
a) Circle of Life- Whenever you kill an enemy, you have a 40% chance to summon one Bone Minion (Putrid Explosion may be used on these minions). In addition, your Putrid Explosion removes one boon and grants an additional effect based on your highest secondary attribute. You may only gain up to 3 Bone Minions from this trait.
Healing Power: Heal yourself and up to 5 nearby allies for 495 + 15% of your Healing Power for each exploded minion.
Condition Damage: Poison and weaken up to 5 nearby enemies for 3 seconds for each exploded minion.
Critical Damage: The damage from Putrid Explosion always critically hits.
b) Deathly Invigoration- Upon entering Death Shroud, grant you and all nearby allies a spell based on your highest primary attribute. In addition, your Death Shroud Skills are enhanced based on your highest primary attribute.
Power: 3 stacks of might for 5 seconds. Life Blast and Plague Blast grant 1 stack of might to yourself and all nearby allies for 5 seconds.
Precision: Fury for 5 seconds. Dark Path and Dark Water also cause 5 stacks of vulnerability to all targets affected.
Toughness: Protection for 5 seconds. Doom and Wave of Fear may be used twice before going on cooldown.
Vitality: Heal nearby allies for 1302 + Healing Power at level 80. Life Transfer heals you for 256 + 0.1 Healing power per tick and Gathering Plague also removes all conditions off of you.
c) Cultist’s Landing- Create a weapon-based spell whenever you take falling damage or jump. Take 50% less damage from falling. Each spell can only be triggered once every 10 seconds. Only main-hand weapons are considered for the spell.
Staff: Well of Power for 5 seconds.
Scepter: Toxic Cloud for 5 seconds.
Axe: Well of Suffering for 5 seconds.
Dagger: Well of Blood for 5 seconds.
d) Reaper’s Protection- Whenever you are disabled or take more than 15% of your health as damage in a single strike, surround yourself in Spectral Armor and fear nearby enemies for 3 seconds. This effect can only occur once every 60 seconds.
e) Written in Blood- Maintain the passive effects of signets when you activate them and gain bonuses based on which signet you have equipped.
Plague Signet: Shroud you and all nearby allies with a dark mist, granting immunity to all conditions for 5 seconds.
Signet of Spite: Your next attack after casting Signet of Spite also inflicts bleeding, crippled, poison, and vulnerability on your foe for 5 seconds.
Signet of the Locust: Up to 5 nearby allies steal health from nearby foes as well.
Signet of Undeath: Causes you to gain 50% of your Life Force pool immediately and grants your revived targets and yourself stability for 3 seconds.
Criticism is always welcome, and if you have any ideas of your own, please feel free to share. Try not to get too distracted by the numbers of the examples used…rather, focus on the general idea please
(edited by KinkyPotato.4219)
So the game has been out for 3 months now, and the original intent of traits was to give players interesting choices to radically change their playstyles. However, aside from a very select few of traits, the majority of these traits either serve as damage boosters or cooldown reduction. The problem with these traits is that they become completely mandatory to use which eliminates A LOT of the potential variety (and fun factor) that could be had within the game. Examples of these traits include:
Elementalist: Deal 5% extra damage to burning foes, Deal 10% more damage while attuned to fire, Fire skills recharge 20% faster, 5% of precision is converted to healing, bleeds you apply last 20% longer…etc
Warrior: Longbow damage increased by 10% against burning foes, Shouts recharge 20% faster, Increased longbow range…etc
In addition, many of the “interesting traits” (Gain 5 stacks of might and 1 strike of adrenaline when blocked, create a lava font when downed, When you are downed, your pet gains quickness…etc) are far too niche and weak and not actively supported by most weapon skills/utilities.
Proposal: What I propose is a pretty simple and elegant solution to the problem which doesn’t require a massive overhaul to the current system and supports the original claim of traits enhancing playstyles. In addition, this also makes it much easier for Arenanet to balance/add additional grandmaster traits should expansions and the need arise.
1. Remove all MANDATORY adept and major traits. Buff and incorporate existing mandatory traits into baseline abilities. Examples of this would be:
a) Deal 10% more damage while attuned to fire = Increasing all fire weapon skills’ damage by 10%
b) Increased longbow range = Buffing base longbow range to 1200
c) Increased Mark radius and marks are now unblockable = Buffing Necromancer marks so that they are now all inherently unblockable and larger.
2. Keep all minor traits and allow players to still invest into individual trait lines to gain their necessary stat bonuses and minor traits. At level 80, players will still have 70 trait points to spend.
An example would be an Elementalist allocating 30 Water Magic and gaining 300 Healing, 300 Vitality, Soothing Mist, Healing Ripple, and Bountiful Power; 30 Arcana to gain 30% Boon Duration, 60% Attunement Recharge, Arcane Fury, Lingering Elements, Arcane Precision; and 10 Earth Magic to gain 100 Toughness, 100 Condition Damage, and Stone Flesh.
3. Allow players the option to choose three grandmaster traits from a list of 12. Players get to pick one grandmaster trait at level 30, another at 50, and the last one at level 70. In addition, merge interesting adept and major traits into existing grandmaster traits. Grandmaster traits can and should include: One Trait for each Utility Skill Type, One Dodge Trait, One Jumping/Falling Damage Trait, and One Spike Protecting Trait. Examples of these are on the second page (not a complete list, just a few rough ideas):
I followed Arenanet from the beginning of time with the introduction of Guild Wars 1. I loved that game…the game and design philosophies behind it were so fun that I played the game for 6 years! And I’m not the only one…at its time, guild wars one had about 6 million boxes/accounts (honestly don’t remember) sold. With the announcement that guild wars 2 was going to be released, I patiently waited for it…knowing and anticipating (to no avail) that the exact same principles from the first game would be applied to the second game. Instead, what we got were knee-jerk reactions and complete contradictions to their original interviews/AMAs/Q&As. You stated that YOU wanted guild wars 2 to be a game that people can pick up, drop it, and return to it whenever they wanted to. The introduction of this patch COMPLETELY goes against that…this is not a subscription based game so why is gear grind being emphasized? I’m not even mad…I’m just disappointed to see such an awesome company (it was in its time) destroy itself. Arenanet, you really need to return to your core principles back in 2005 when you released guild wars 1.
This patch reminds me a lot of patch 1.3 for Diablo 3 which effectively nerfed all the fun builds and pissed off a lot of Diablo players. They somewhat rebounded with patch 1.4 but it was too late. Many other notable examples were included (Trials of Atlantis from Dark Age of Camelot). Guild wars 1 survived for 7 years without an item spiral (cosmetic rewards were the best kind of “grind”)…why is there a need for it in guild wars 2?
I definitely agree with this! Bump bump bump. And, they’d need to be really active on the PTR and listening to feedback…
I really enjoyed the “dodging to create a blast finisher” playstyle this trait provided. It was one of the most fun mechanics in the entire game. Removing it really destroyed a lot of the flavour that came with the elementalist…I understand the bunker builds were overpowered in pvp but did it really need to be removed in PvE too? Perhaps make it so that it’s separated in pve and pvp? Or make it so that a blast finisher can only be created once every 10 seconds…this is such a huge blow to one of the most interesting playstyles in the entire game.
Evasive Arcana was such a fun trait to play around with…4 blast finishers by switching attunements was a little overpowered but maybe make it so that 1 blast finisher can be created every 10 seconds (shared across all attunements)? That was such a fun playstyle…such a shame to see it go down the drain.
Hello, put simply skill #5 on the Engineer’s Elixir Gun (Super Elixir – Creates a healing area) does not work while on the Clocktower point in Battle of Khylo. In addition, even though the spell never goes through, it goes on cooldown. Similarly, the Tools Major Trait- Kit Refinement (Equipping a kit creates an attack or spell) also doesn’t proc Elixir Gun’s Super Elixir on the point.
Steps to reproduce are simple: Make an Engineer, and equip an Elixir Gun as one of your utilities. Go to the clocktower point (center point) in Battle of Khylo and aim your #5 skill on the point. You can also try it with having Kit Refinement.