-snip- long cd if that single hit doesn’t land / is above 50% -snip-
8s are a long cd now? Srsly? ^^
Gravedigger surely is a really strong skill, but it can stay as it is for the first time, I guess. But I don’t get why some guys say it is “countered” by simply going away. It doesn’t root you and your movement speed didn’t get lower (at least I didn’t notice something like that at the last beta).
Maybe they should make Vital Persistance baseline and replace it with Renewing Blast… Which should be renamed to Renewing Shroud #1
Replace vital persistance with Dhumnfire and add Renewing Blast to grandmaster. That way you can go something crazy like Apothecary and be very succesful.
Would be a nice pick for team fights that’s right. But I wonder if the same would happen here what happened to med kit rework: complain about Renewing Blast, which doesn’t heal the reaper himself.
But maybe it could be way to OP. Imagine: you use Rise! on your enemies, then cleave the enemies in reapers shroud while healing your shambling horrors permanently.
Again, what other professions have their F-Skills shut down so easily?
And that’s my point. ^^
I really understand why you are thinking that way. But I would rather like to see an upcoming active mechanic to prevent damage to the pet instead of just making it invuln.
There are several ways to go here, giving the pet traits or utility skills which gives you an effect while also making your pet immune to conditions for a period of time. There is a thread in here for a new ranger rifle set (I don’t like the idea of a ranger with rifle but that’s not the point) with an attack that gives your pet dodge frames.These active defense mechanics are much more fun for me than simply don’t let the enemy attack the pet by default. But that doesn’t mean I want the pet to stay as vulnerable as it is.
If they institute pet evasion (which they really, really need to), it has to be available in all weapon setups.
Yes, of course. I was just giving an example of a suggestion in this forum, but pet surely should be able to evade without the requirement of a specific weapon.
Again, what other professions have their F-Skills shut down so easily?
And that’s my point. ^^
I really understand why you are thinking that way. But I would rather like to see an upcoming active mechanic to prevent damage to the pet instead of just making it invuln.
There are several ways to go here, giving the pet traits or utility skills which gives you an effect while also making your pet immune to conditions for a period of time. There is a thread in here for a new ranger rifle set (I don’t like the idea of a ranger with rifle but that’s not the point) with an attack that gives your pet dodge frames.
These active defense mechanics are much more fun for me than simply don’t let the enemy attack the pet by default. But that doesn’t mean I want the pet to stay as vulnerable as it is.
It isn’t that easy to do, because the possibility to kill the pet is a needed balance to counter some skills. Rangers down state 3 skill is REALLY powerful and would get totally op, if you are not able to counter it by killing/ccing the pet. You wouldn’t be able to interrupt any f2 abilities of rangers at all.
And I really doubt they will do anything like this. Ghost weapons of guardians were invuln. at launch and they removed it to give counter play.
I agree, the pet needs improvement, but this is the wrong way to go for me. I hope we will see an upcoming elite spec, which will give your pet the ability to dodge.
In ideal situations for the skill, yes. However, to get the 13 second cooldown, you need to be fighting 5 enemies. In PvE this isn’t an issue. However, if you’re against 5 enemies in PvP, that higher healing per second won’t counteract what you’re taking in damage. The cooldown is highly conditional and the skill isn’t potent enough to help you live through a team fight. Yes, you get LF. But if you’re not running Blighter’s boon, that means your hp will be just as low as when you went into shroud, so again, it’s not an ideal skill right now
Just like I said, the skill is meant for exactly that situation where you encounter many enemies. And as long as this skills are allowed to hit objects in pvp (like in khylo), it shouldn’t be such a big deal to hit 5 targets.
The skill maybe isn’t ideal (don’t know it had to be), but it fits a team fight environment much better than the other healing skills, I guess.
It damages your foes → triggers on hit effects
it heals more reliable for more foes struck
it gives you more access to your main defensive and offensive mechanic → reapers shroud
It helps more to survive than the other skills.
The well needs you to stay in place for its full potential
the minion will die too fast in a team fight
the signet gives more support for your team, but less survival for yourself (what necromancers were asking for)
CC is competetive maybe, but it leaves you vuln.
So this new heal skill is still the best choice for team fights, don’t you think so?
I really don’t get the point here. Necromancers were asking for skills, that would improve their team fight performance for a long time and this is exactly what they got. Skills, that will be much more useful in a team fight. This skill gets a cd of 13s, the lowest of all heal skills in game. Yeah, it isn’t as useful against solo targets, but it isn’t meant to be.
The point is that it doesn’t really heal enough for a team fight oriented heal skill. Necros have anywhere from 18k to 30k hp, and 4k of healing is negligible. And, honestly, most necros run things other than healing gear (except some MMs, but they aren’t necessarily going to use the shout) so even though the scaling went up, it’s not really that effective still
But we can’t just look at the total amount of healing per skill. To compare it to other healing skills we should look for its healing per second.
When you use it that way it is meant to be, you get a healing of 304,15/s (3954/13s). And that’s without any healing power.
Compare to other healing skills now. Consume Conditions is healing 262/s, again without healing power and traited for less cd. I didn’t count the extra healing for consumed conditions, because this is a side effect of the skill and there is a side effect which scales for Your Soul Is Mine too, it is life force generation.
The skill itself doesn’t heal much, but you are able to use it more frequently than other healing skills and that’s its potential.
I have to agree to Liewec and Heimskarl, rifle just doesn’t fit the theme of the ranger in gw2. It is about being one with the nature, a loud, animal scaring fire weapon really isn’t the thing to go here.
There are also some balancing problems with your suggested weapon skills. Traited right, Opening Strike gives vuln., so your AA would trigger literally every single time and give another opening strike. This means permanent 25% damage buff, permanent fury and permanent 25 stacks of vuln on your enemy. That’s one example. Your warning shot is too powerful too, but I have to say I love the idea to be supportive by giving your allies endurance. But giving all allies 1 free dodge by using 1 skill is too much.
To sum it up: It doesn’t fit the theme and you have to think more about numbers and too powerful synergies, but you got really nice ideas for new mechanics. Some of these I would like to see in game, some maybe on other professions (like explosive shots, it would fit better for engineer than ranger).
I really don’t get the point here. Necromancers were asking for skills, that would improve their team fight performance for a long time and this is exactly what they got. Skills, that will be much more useful in a team fight. This skill gets a cd of 13s, the lowest of all heal skills in game. Yeah, it isn’t as useful against solo targets, but it isn’t meant to be.
I’m afraid because it seems like these 2 last elite specs could be the hardest to balance right. We don’t have any other information than the datamined, if these are true it seems like ranger will get an aspect switching mechanic with glyphes and forge is maybe getting minions.
The aspect switching seems to lead to a massive diversity for the elite spec, which is hard to balance right. And the minions are in danger to be too weak compared to other elite specs. Just look at other minion type builds. They aren’t doing well in any game mode.
I really hope this isn’t a thing and that we will get some well balanced elite specs revealed, so the less time to improve it doesn’t matter.
Development is like cooking chicken; it’s done when it’s done.
You can eat under cooked chicken, but it’s probably not going to go that well for you.
Forum seems like we are getting beef for dinner more likely.
I was leaning much more on the “or are tied closely to its skills” part of that statement. You’re not going to get the auto attack. But maybe all bears have a defensive skill, a taunt, and an interrupt. And depending which bear you get, there will also be a bleed, or a daze, or whatever. CDs on these skill of course.
I see. Looing at it that way, I apologize for getting the whole concept wrong. If Anet adds an icon for each pet in game, so other players can tell which pet you “consumed”, this seems to be a good idea.
Think of the concept, not the numbers. The numbers can follow.
Sry but I have to say: the way you describe the concept, it seems to be broken too.
You said ranger would get the pets skills to use. These are balanced around one fact: except the f2 skills, each of your pets skills is tied to ai.
There are 9 pet families in game without any new upcoming pets for hot (I hope there will be some). So the ranger gets a total of 27 skills which he can use on demand now. Sure, you are only able to use 3 of them which are tied together, but still it is a giant raise of skill diversity. And there are some really hard hitting attacks in this list (like drakes Tail Swipe, some vids in forums show the drake, which doesn’t have a power level even close to a player ones, this can hit for 19k and more), if you pair that with the really high mobility of a ranger, this becomes a beast.
About the “tweak the numbers” thing … I really doubt there would be so much effort to tweak every single pet skill in this game to get this idea to work. Anet is having a hard time to balance the skills, which are already in game at their current state. If they had to fix all these skills, this would be total chaos.
Ii`m really sad about their reveals too. I just don’t know why they did it that way. If they had revealed 3 professions between each beta weekend, that seems fair. But what did they do? First 4 professions, then 3 and then 2 professions left. How did they come to the conclusion this pattern would be a good idea? It just feels like a slap in the face of all our fellow rangers and engineers.
I really hope these 2 remaining elite specs are going to be fantastic, because they have to be if we want to have a chance against all the others, which already got tested.
Elementalist even got its elite skill rework, I really doubt we will get the same effort…..
Not sure about that but: rocket boots does double blast finisher instead of just one. I will test it next days.
Only 1 blast activating.
K thx for clarification.
I didn’t think the ideas were OP either. Also remember that Druid is an elite spec, which means the traits are often a bit more powerful than usual.
For example,
Mesmer went from having no 25% movement speed trait or utility to having the most powerful one in the game with Chronomancer: Time Marches OnTempest has the most powerful anti-CC trait in the game on the shortest cooldown: GaleSong
Sry but I have to tell you: your examples are wrong.
Time Marches On isn’t the most powerful movement speed trait. Actually Mecha Legs of the engineer is more powerful, because it reduces the duration of movement impairing conditions by 33% instead of just 25%.
And the anti cc trait of tempest doesn’t have the lowest cd too. But it is powerful against aoe cc that’s right.
Elite specs are seen in whole more powerful than core specs, but that doesn’t mean that every single trait has to be more powerful as a variant of another profession.
I would love to see druid having resistance and give some extras for regeneration, but this are a little op maybe.
There wasn’t a teaser on twitter, so I expect no reveal this weak.
mercurys theory seems legit and I expect the next reveal the next week (hopefully forge).
Not sure about that but: rocket boots does double blast finisher instead of just one. I will test it next days.
This is a L2P issue really.
Most people will rather have something nerfed than actually L2P and level up their game, do a research about countering and so on. Like actually put an effort into it.
If you guys keep saying it is a L2P issue, then pls TELL us how to counter it. You can only interrupt it before the attack began, because after you are dodging each cc an enemy is throwing against you. If you blind the skill before it gets used, just 1 of the 7 hits will fail, the other 6 will hit you. You can’t use AoE damage like against a backstab thief, because you are evading the whole time.
If there is any real counter (and it isn’t a counter to use a invuln skill with 60s cd against a skill with 10s cd), please tell us! Block does work but has mostly much larger cd as UA too. Some professions don’t have any blocks (just like necromancer for example).
You have already been told many times how to counter it. I find it funny that double dodge isn’t aloud to be a counter when several other classes have abilities or combos that literally force both dodges out of you. Look at a hammer warrior or Rapid Fire ranger. This isn’t something unique to UA. 2 of the absolute best counters to it are Torment and Confusion. From my experience I take confusion activation ticks with each hit of UA even though I’m not using a new ability. If I receive a bunch of confusion stacks and use UA without noticing I literally kill myself. Same goes for torment.
As other’s have said before IT IS A LEARN TO PLAY ISSUE. This skill can be and does get countered. I’ve lost plenty of 1v1’s on my Rev after extensive play. I’ve even lost to another Rev that wasn’t even using Sword. The TTK in this game is incredibly short yes UA only has a 10sec cd but it only takes 3 to kill the Rev. Bait is UA punish him for using it then kill him before it comes off cd. You know the same way you beat a power ranger using Rapid Fire. If the skill was so overpowered then the class would never lose and I would love to see one person in here say they haven’t lost a single 1v1.
I got another opinion about this.
You called hammer warrior and rapid fire of rangers.
Let’s take a look.
All say counters for UA is double dodge, block and evade. But this are counters for almost ALL attacks (block can be negated by unblockables, but if the attack isn’t it is a counter).
These skills will work against rapid fire and hammer warriors too.
But these 2 also have OTHER counters like that.
Hammer warrior: stability, blind, cc, immobilize and kite
rapid fire: breaking line of sight, reflect, projektile blocks
That’s why I think that way. To “counter” UA you have to give up too much, other skills have some extra mechanics to counter them except these which sacrifice very much to be basically invuln.
(edited by Kodama.6453)
This is a L2P issue really.
Most people will rather have something nerfed than actually L2P and level up their game, do a research about countering and so on. Like actually put an effort into it.
If you guys keep saying it is a L2P issue, then pls TELL us how to counter it. You can only interrupt it before the attack began, because after you are dodging each cc an enemy is throwing against you. If you blind the skill before it gets used, just 1 of the 7 hits will fail, the other 6 will hit you. You can’t use AoE damage like against a backstab thief, because you are evading the whole time.
If there is any real counter (and it isn’t a counter to use a invuln skill with 60s cd against a skill with 10s cd), please tell us! Block does work but has mostly much larger cd as UA too. Some professions don’t have any blocks (just like necromancer for example).
Don’t know why so offensive. I suggested just to limit the hits per target. For the “pvp is a team game” thing: the skill would function almost the same because you will hit multiple targets. Just that there are only 2 hits for each of them. And I think there should be some balance for 1 on 1 situations too, because if you can kill another player with 1 single skill which makes you untouchable at the same time I don’t think this makes much sense.
I got that you guys want it to stay at this state, but I have another opinion and hope the devs will change something about it.
UA is fine, pls theres no need to nerf a prof when people still dont know how to play against it
14k damage with one skill with evade and without a chance to kite it because it will port you wherever the enemy runs in a 1 on 1 fight is fine? srsly? xD
(edited by Kodama.6453)
Each of the 7 hits can crit with 2k damage, so you will eat 1on1 14k damage without counterplay.
My suggestion to fix it: change it so it can hit each target only 2 times. This way it stays powerful against large groups, but wouldn’t be op 1 on 1,.
I didn’t forget this. This skill is meant to get used in large fights. Why is getting reward if you use your skill how it is meant to be used a bad mechanism?
This skill isn’t meant to use it against single targets. ô.o
I don’t think it needs to get buffed. Each healing skill, which grants a defensive mechanic (life force is a defensive mechanic for me) does heal for less because of this. Just look at Withdraw (evade while using it) and Shelter (block while using it). They give less healing as other healing skills too. Okay they give 500 more, but therefore YSIM has a really low CD.
Your soul is mine is the healing skill with the lowest CD in the entire game. It just takes 13 seconds to recharge if you trait for it. To buff it’s healing and also let it give you life force would be totally op.
I love devourers so I would really like to see more of them in game. But your numbers are a little bit overwhelming. The devourer which causes bleeding on f2 does 6 stacks (with 6 hits) and torment does more damage than bleeding. By the way, devourers need some buffs, I would raise the stacks of bleeding of lashtail and raise the duration of poison of whiptail. So maybe 8 stack of bleeding (last hit could do 3 stacks with one hit) and poison duration maybe 6s? And I would suggest your new devourer gets 5 stacks of torment, 1 stack per hit.
You know what they need? Reflect projectiles.
First copying experimental turrets and now advanced turrets? Really? You want to clone turrets completely? XD
Anet did say that they wanted spirits to be the buff version of turrets…
I doubt they meant that spirits will have the exact same traits, they meant them to be stationary buff machines, turrets are stationary damage machines, that’s all. ^^
You know what they need? Reflect projectiles.
First copying experimental turrets and now advanced turrets? Really? You want to clone turrets completely? XD
Taking the trait’s ICD down to 0.5 seconds would be adequate for preventing an MDF feedback loop between two Engineers, while making it spread out virtually all healing received by the Engineer.
Actually it wouldn’t solve the problem, but it would get better a lot. It still wouldn’t spread each heal, let’s say I’m using Super Elixir (elixir gun 5) and Elixir Shell (mortar 5). The heal will tick each second at the same time, so the ICD (even the 0,5s) would refuse to spread both healing to allies.
Really big problem to get this trait as that what it should be. =/ I want this to work out really bad, but actually the trait isn’t worth it’s GM place.
I really understand why rangers want the sword aa to get fixed, but to call it “unfair” because they gave unrelenting assault an evasion is just too much. These are different problems. If you use sword aa you know where you are going, because it will follow your target. This way you can predict the danger, like how high is the chance to jump in an enemy aoe field taking damage.
Unrelenting assault is teleporting you to multiple random targets, so if there is aoe possible in this situation you will NEVER use it because you have no idea where you are going to be.
That’s all, one of the skills is predictable, the other isn’t.
I wouldn’t want these 2 to be combined. The problem with Medical Dispersion Field is it’s ICD (my opinion). If you give Elixir Infused Bombs to it, it would mean to get 12% more healing from one healing bomb, then the trait goes on 5s cooldown.
The better option for me is to just remove the ICD from the trait or raise the healing a lot. With the ICD the trait will trigger at a random low heal and go on CD without the chance to get the extra heal from a really worthy heal like triggered A.E.D.
But it seems it is problematic to code. 2 engineers with MDF could max the heal really hard and I guess Anet has no way to make it that heal from MDF isn’t triggering the MDF of another engineer…
(edited by Kodama.6453)
First of all, dual pistols is almost literally unusable. Thief MH pistol has lower damage by far than every other ranged option in the game, bar-absolutely-bloody-none. The only way to get even remotely viable damage out of Vital Shot, which I would instantly vote for in a poll of Worst Autoattacks In All of Guild Wars History – and this is competing with the original game’s caster weapon autos, mind – is to gear for pure condition damage, which means you’ve just sacrificed any/all potential burliness from Unload.
So for P/P, either the autoattack, a.k.a. The Thing You Spend 90% of Your Time Doing, is complete and utter unrecoverable garbage, or your Unload, a.k.a. The Reason You Went P/P in The First Place, is complete and utter unrecoverable garbage. Either way, the weapon set is complete and utter unrecoverable garbage until and unless, they redesign MH Pistol pretty much from the ground up. Vital Shot is hopelessly awful, and Body Shot is overcosted drek that has no actual impact on a fight.
Unload is reasonable, but if you’re spending every single last point of initiative you can beg, borrow, or steal on Unload in order to try and mostly fail to keep up with the damage something like Sword/* does by autoattacking, then you’ve got nothing left to use the excellent but initiative-heavy support skills on the OH Pistol.
I would very seriously like to find the people who have continued to okay the design for MH Pistol on Thieves as it currently exists and just…scream at them for a good twenty minutes, because even the P/D builds use precisely two Pistol skills – Sneak Attack and Shadow Strike. Neither of which, you will note, are the MH Pistol skills everybody keeps saying are perfectly peachy-keen fine and a totally acceptable substitute for the Rifle kit we didn’t, and apparently will never, get.
First I want to say: engineer pistol AA is weaker than thief pistol AA. ^^
Just saying because you said it would be the “worst” AA in game.
Second: Maybe pistol is meant as a hybrid weapon? There are many weapons like this in this game, which have skills that only benefit condi damage and others with direct damage. So yeah, thief pistol AA requires condition damage to be useful and unload requires direct damage, but if you use them in a hybrid build with stats like sinister, the damage wouldn’t be that terrible, I guess.
Back to topic: Unique party buff for forge
Maybe they will make armor modification to a party buff? Whenever struck, the party members get aegis (15s ICD). That could be really nice to have.
I don’t get where people are obtaining their info that Drones are AI minions.
The current trailer shows that Drones will be hovering around the Forge so with Forge designed to be melee Specialization for Engi it would weaken Forge too much if the drones can be destroyed due to Forge’s melee nature.
Some skill icons got datamined and they are looking pretty much like minion type skills. So it isn’t so unlikely we will get these (still hoping we won’t).
Not just protection, I see very much aegis too. Maybe we will get back armor modification (with some buffs). The datamined skill icons look very aegis spamming too.
(edited by Kodama.6453)
Med-Kit is triggering sigills and runes which grant something for each healing skill activations. It should be on F1, like the engineer traits which benefit healing skills.
Health insurance does not increase your rezzing. Don’t know, is this intended? I got the thought healing power and healing in general should benefit rezzing.
I think each weapon set of the engineer (each existing one and upcoming by elite specs) should have at least 1 attack which is an explosion. We don’t have any damage modifiers for our weapons anymore like other professions and this way we could get some extra damage for power weapons and condi for condi weapons (shrapnel).
The said ones (pistol 1 and rifle 5) would fit in this and the shown hammer skill from the hot trailer could easily count as an explosion too.
And PLS make coated bullet baseline. With this 2 changes pistol will finally be an aoe condi weapon (as it is supposed to be).
Maybe someone already suggested this and I missed it, but I don’t think the drones will function as minions OR signets. Why hasn’t anyone suggested Mantras? The drones could be a passive visual ONLY effect, just orbiting around you. You use the drone skill to summon (“build”) it, its active has a couple uses before it deconstructs and then it goes on cooldown. Just like Mantras. Obviously each drone serves a different purpose, just like each Mantra on Mesmer is pretty different.
I could be totally off with this prediction, but it doesn’t seem that unlikely to me.
I was thinking that way for a while too. But there are some datamined icons for forge skills, which includes something like a skill to move your drone in a specific direction. And this doesn’t really fit to the mantra idea. It seems to be something we can actively control its movement.
icons: http://www.guildnews.de/news/datamined-skill-icons-fuer-den-ingenieur/13242/
Oh btw, I think there is a high chance this trait will come back in the druid specialisation just like the aura traits came back buffed in tempest.
It makes sence since druids and sprits are practicly very close to eachother, heck in gw1 they even shared the same character model!
The chance for this to happen is really small, I guess. They removed some traits like the aura ones you called and the acrobactics of the thieves to put them in the new elite spec, that’s true. I really hope to see something like this happen for engineer too, because they removed many defensive traits from them and forge looks really tanky.
BUT there is not a single elite spec this far, which has a trait that benefits a core skill type. There is a chance, that they will do it for druid only, but I really don’t think so.
We are probably the toughest to bring down right now, simply because of our hard cc, stealth, invulns, blocking, etc. As soon as they tone down burning a bit we’ll be really strong.
I’m expecting engineer to get even tougher in the future with forge. At the last spec rework they took away many defensive traits of the engineer and forge really looks kinda tanky. So I hope we will get some more blocks and other survivability tools. ^^
Hello Baest,
I hope I can give you a properly answer to your questions.
1: No, it won’t convert conditions for 6 seconds. The tool tip means, that the boon you will get by a converted condition will last for 6 seconds. The original duration of the converted conditions won’t be used, it will replace the conditions by boons with a fixed duration.
2: Adrenal Implant doesn’t stack with vigor and this is a really big issue for the design of the Tools specialization, because taking this grandmaster trait makes the minor trait of the same line useless. Hopefully this will get a rework in the future or they will make it stacking with vigor.
Alchemical Tinctures is supposed to remove conditions for consumed or thrown elixirs. That means only the elixir utility skills (elixir h, r, s, b, c, u and x). But many engineers are requesting to get this trait changed to condition remove on each elixir skill in game. Would give perfect synergy between Alchemical Tinctures and Inversion Enzyme (the new elixir gun trait). And you are right, a skill called “Elixir F”, but that isn’t tagged as an elixir just makes no sense. ^^
So pls Anet, change this!
I would not be surprised if drones were unbound, just to troll with rangers. Here’s why:
When anet first announced that spirits would not be able to move any longer, the best reason they could give the audience was “It doesn’t feel right”. That’s it. No further explainations. (At this point I was wondering, why did they design them to have legs in the first place). They don’t take the ranger players seriously enough to give them a proper explaination for a change as major as this.Spoiler for the druid: It’s probably gonna suck. Here’s why i think so (assumption).
Druid was the first Elite Spec revealed by name and weapon. Everytime it was mentioned in presentations, they would make a break followed by some (i would say sinister) grin to generate some hype.
But why? Because we’ll probably not be so hyped once we find out what the druid is really like. At this point they are just milking our hopes to say “We’ll give you something you will probably hate, but you will play it anyway because you like your ranger and have no other choice” , hence the sinister grin.
I have to agree for the part about spirits, maybe Anet wants to give the forge drones which will act like the unbound spirits and they didn’t want to have this concept doubled in the game, so they removed it from spirirts.
BUT your second part about the druid is just totally wrong. Do you really think Anet wants to see their own players in grief? Sry, but this is kinda childish, I really don’t think anything they are doing is to make us angry or annoy us. I know, the whole process can be frustrating, I am frustrated about some parts in this game too, but to tell everyone they are doing this on purpose is simply wrong.
What's your favourite specialization so far?
in Guild Wars 2: Heart of Thorns
Posted by: Kodama.6453
I don’t think it’s going to take much time at all. As far as we know, all you need are the hero points to unlock the associated skills and traits. It’d be nice if there was a story explanation for your character’s sudden growth, but I don’t see this happening. I’d be happy if it did, but it just doesn’t really seem like something ANET will want to set a precedent for since they will be releasing (hopefully) many more specs down the road.
Well if that is true it means I don’t have to rush a load of testing on the BWEs… I’m away working for a lot of the weekends so it’s a relief!
I guess I’ll just get 60 hero points on each prof. in preparation.
Actually there is a datamining on reddit which sais that you will need 170 hero points to unlock all skills and traits of the new elite spec. If you want to unlock the whole line (there are 2 items left after the first 170 hero points) you will need to spent 250 points instead. So you’re 60 hero points won’t be enough by far. ^^
IF Forge does get AI minions, just be thankful that they actually move. Ranger has stationary spirits since they were nerfed.
Oh, you mean just like engineers turrets? The existing minion type for engineers, which get easily destroyed since their last update? Sure, why shouldn’t we give engineer another easily dying ai, to give them another skill type which will be useless in PvE and WvW (and most of PvP). ^^
I know we don’t have any information about our drones and so I hope they won’t be another minion type. Engineer needs something viable, what isn’t a kit and feels fun to play with. If you want to have your own private army, just use turrets. Why should we give engineers the same things with just 1 difference, mobility?
I badly wish for something new and hope Anet isn’t disappointing me.
Daredevil GM Traits should be the Prof. Mechs
in Guild Wars 2: Heart of Thorns
Posted by: Kodama.6453
Daredevil never was going to get these special dodges as F* class mechanic. They stated they wanted the Daredevil to get all 3 of them, but on a different way.
You are getting 3 dodge bars. If all are full, you will dodge using the daggers. If there are only 2 bars left, you will use the dash and if there is only 1 bar left you will use the leap. But they came to the conclusion that this is too complicated and so they came up with the idea to make these dodges to grandmaster traits.
You were never going to get a stance to pick one dodge move when you need it, your endurance will have told you which one you are using the next time you dodge. I think it is way better now.
(edited by Kodama.6453)
This poll worth nothing since people who don’t play engi will answer kitten just to see the results.
Again: sry for this, I added a link for the results at the first post.
@santenal I’ve done, sry for this.