problem I think is people going the wrong direction;
Realistically the only viable healers are Druid, Revenant, and Guardian/DH.
Nobody else remotely has the healing sustain to keep people going. Almost every variant has been tried.
In content where healing isn’t necessary at all, sure. Eles can output pretty strong healing as well.
Of course, healing is a duty that can be split over the party fairly well. I imagine a dedicated healer won’t be necessary, but without one the party will have to dedicate a few more skill slots/traits to make up for it.
My point would be that the longer the encounter the less vaible most of these options are. In much of the content neither spike nor sustain is an issue, but almost all of the options have no sustain. Ele is close, but the uptime on their heals is relatively low, so it puts a lot of extra pressure on all the other players (staff water 1 is okay, but much lower than healing symbols, for instance).
The healers that I can see working tend to have a lot of healing on their weapon skills and passives along with, in general, protective boon generation.
Based on the new spec for ele you could have a tempest healer. I could see that being pretty good if you do it right. Can almost keep a permanent aura on surrounding allies if do it right. With the new tempest auras heal, plus you’d be throwing some might stacking in there and soothing mist. I don’t love the tempest but i could see it being quite a viable with heal/damage mitigation.
If you are planning to continue playing guild wars 2, then yes it is worth it. If this game is just a lets play for a month then move on to never come back it wouldn’t be worth it. Some specializations are garbage but some are really good and fun so far. And hopefully the garbage ones get changed (crosses fingers) but even so its a lot of stuff considering these last 3 years we’ve only really had to pay the initial $50 for the game. I’m more then happy to support them a bit.
Ah my bad was thinking of it wrong in my head.
Yea if its a situation where you need to be able to move take offhand sword. Where as other situations being rooted/heal is fine in that case take shield. Its all preference I like being able to have different types of skills instead of copies with different skins.
I like it this way, I mean unrooted is always better but if it gets unrooted suddenly it wont heal or be as long, might as well bring offhand sword.
They changed the shield to block, but are keeping it rooted. He stated that if it was to become mobile the heal and duration would have to be changed.
This has needed to be fixed since launch, the revenant sword also has the exact same problem.
Simply killing mobs gives garbage xp. Do hearts, explore go to new zones. Leveling up is insanely easy. If you just kill a monster, wait for respawn… kill rinse and repeat then I agree you’ll get little xp and it will be a grind. They build this game on getting xp from events/hearts not mob killing per-say (although you do get some, just not much).
I don’t think the problem is that ascended gives 5% more stats, I think the issue is agony resist (as ascended has slots in armor for extra). Didn’t they say something about it potentially seeing use outside of fractals? If that was the case in raids, then it would be required. No amount of skill can let you survive an unavoidable application of agony that insta-kills you.
There is no agony, Reid confirmed it in her tweet. People are speculating though that there maybe a mastery track linked to ascended gear (still speculation).
Ah ok that makes sense. But why would you make a specialization track only for ascended gear? That makes no sense.
True I did very much enjoy that aspect of GW 1. It was nice being able to have your class mechanic but be able to have a huge amount of diversity if you wanted it.
Also I’m not trying to get them to change gw2* I just thought it was an entertaining thought is all.
I don’t think the problem is that ascended gives 5% more stats, I think the issue is agony resist (as ascended has slots in armor for extra). Didn’t they say something about it potentially seeing use outside of fractals? If that was the case in raids, then it would be required. No amount of skill can let you survive an unavoidable application of agony that insta-kills you.
So I was bored and thinking about how it could be fun to mix and match some classes. I came up with one that I think would be fun, what would you do?
If you could create a class with any traits you want from any of the classes(but have to keep in correct tier) and have to pick 1 class mechanic/skills (adrenaline,shroud,pet,legends,virtues,initiative/steal,clones, attunements, or tool belt) and 1 classes weapon set. What would they be?
Mine would be
Weapon set:
Engineers hammer – Cause it looks amazingly fun.
Would occasionally use rifle as well.
Mechanic/utility skills:
Revenant Legends – I like the others but I feel like this one bring a little more fun variety to the table.
Traits:
Minor Adept:Mutilate Defenses – Striking a foe gives you a chance to apply vulnerability. (revenant)
Major Adept:Dogged March – Incoming movement-impeding conditions have their duration’s reduced. Gain regeneration when you are affected by one of these conditions. (warrior)
Minor Master:Vampiric – You siphon health with your attacks. Your minions siphon health and give it to you. (necro)
Major Master:Vampiric Presence – You and your nearby allies siphon health with attacks. (necro)
Minor Grandmaster:Focused Siphoning – When you strike foes that have vulnerability, siphon life from them. (revenant)
Major Grandmaster:Heightened Focus – Gain Quickness when you strike a foe that is below the health threshold. (warrior)
Minor Adept:Valorous Defense – Gain aegis when you are struck while below the health threshold. (guardian)
Major Adept:Retaliatory Subconscious – Gain retaliation and aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated, launched, taunted or inflicted with fear. (guard)
Minor Master:Fast Hands – Weapon-swapping recharges faster. (warrior)
Major Master:Communal Defenses – Grant aegis to allies when you block an attack. (guard)
Minor Grandmaster:Envoy of Sustenance – Increased boon duration. (revenant)
Major Grandmaster: Altruistic Healing – Applying a boon to allies heals you. (guard)
Minor Adept:Crystal Harbinger – You can now equip a shield, use legendary dragon stance skills, and gain access to the facet of nature. (revenant)
Major Adept: Spiteful Renewal – Consume conditions to gain health when you strike a foe below the health threshold. (necro)
Minor Master:Transmute – Incoming conditions have a chance to convert into boons. (engineer)
Major Master:Shared Empowerment – When you apply a boon to an ally, also apply might to nearby allies. (revenant)
Minor Grandmaster: Siphoned Power – Gain might when you strike a foe below the health threshold. (necro)
Major Grandmaster:Phalanx Strength – When you grant yourself might, grant it to nearby allies as well. (warrior)
Granted this would probably be very overpowered (but at the same time extremely susceptible to conditions). But I think it would still be fun to play =). What kind of ideas for builds would you have if anything goes?
1. Herald – Simply for the boon spams, easy to manage energy and perma swiftness.
2. Reaper – It actually makes death shroud a worthwhile thing to use.
3. Scrapper – Cause the engi hammer looks crazy good. Ridiculous might stacks and a lot of passive heals.
Nope, they said we’d be very mobile out of combat but it seems that just having access to swiftness with glint is “mobile”.
The issue is if they did a “pop out” solution it would cost 400 gems per use from the gemstore. I think remembering runes put into armor and weapons should have been a thing from the start with all armor types. Just have something similar to pvp dropdown to decide which based on those you have unlocked. (they unlock as you add new kinds into them)
Just a thought but I would love to see armor based on cold weather. A lot of zones are freezing and running around virtually naked or in pure metal just doesn’t seem like a good idea to me. Can we get some cold weather fur themed gear?? (not the skimpy all its doing is covering my kitten places). Cause the only ones with fur was either “Braham’s armor” which isn’t gonna help much. Or Armor of Koda which they basically took normal armor and put a bear cap on it.
Or even have regular armor but with some extra warmth.
https://s-media-cache-ak0.pinimg.com/736x/d3/fa/90/d3fa90cf24160f4aad36f14b9f6efd07.jpg
(via the cloak/fur etc)
Other types that would be fun are:
-Dragon scale armor (suprised this one hasnt happened yet, I mean it was in gw1 )
http://wiki.guildwars.com/wiki/Warrior_Elite_Dragon_armor
-Samurai armor (with Belindas sword being in game surprised this hasn’t been more asked for) https://en.wikipedia.org/wiki/Japanese_armour
-I would like to see Kimono/Yukatas/Hakama in game.
https://en.wikipedia.org/wiki/Yukata
https://en.wikipedia.org/wiki/Kimono
https://en.wikipedia.org/wiki/Hakama
-More fur accessories (maybe a bear cloak back piece, fur boots/claw gloves etc)
If you have any ideas of armor types/kinds you would like you’re welcome to post your ideas! I’d love to hear them.
I hope that they require ascended pieces to get legendary. Would be kind of fun to have to get the components upgrade them and using ascended armor piece to make my legendary. Cause if that doesn’t happen I’m doubting I will care for legendary armor as I’d have to be throwing away all the ascended armor I have now.
Grenades work plenty well, heck you can throw them further then you can shoot a rifle.
Just make this skill like the guardian shout “Stand Your Ground!”. Make it give stability when activated, stun break and then apply retaliation while on road (considering jalis has a gm trait for retaliation it REALLY needs more ways to get it then dodging) . Take stunbreak off elite and its a win win. This skill is one of the reason I want racial skills to be usable with revenant. Because at this point I will never use this skill as it is simply a waste of energy.
You get perma stability in Ft not really a need for a stunbreak.
Rifle just needs a rework on skills. I love the look of rifle, heck I even made a legendary one.. But then I realized that no matter how much I love the look it just sucks. LB has every utility you could possibly need. Where rifle has…. a rooted killshot? I guess it can be good if they don’t notice you crouching and didn’t notice you shooting them to get the adrenaline to use it… It wouldn’t be hard to switch it up with skills already in game to make them competitive.
Switch some of the skills to be useful, make the cripple skill immobilize. Too op you say? Then why does longbow have it (plus it gives bleeding)? Make the knock back similar to the cm boss Sure-Shot Seamus (to add flavor and a little cone aoe). Its a warrior in a world with magic, grenades, bombs, cannons and guns. Why does a weapon only hit 1 person, there are fixes to this.
And finally all I have to say to this is rifle grenades. I mean I’m using a gun that shoots lazers but this hasn’t been invented yet?
Sorry I can’t help but just wonder why they made rifle soo bad… It’s just difficult for me to see a situation in real life where a high powered rifle would ever perform worse then a bow. There is a reason people go bow hunting, its for sport because rifles make it too easy. It just messes with my brain every time I see a bow shoot a lot further then a rifle in game… it just makes no sense…
I did notice in last beta a few times that I was missing a lot of attacks with sword. I thought I just wasn’t paying attention but apparently it was uneven ground. I love the sword and skill 3 is fun but if the ranged auto attack doesn’t change I’ll probably be forced back to mace…
Did anyone else notice occasionally the rift on sword skill 1 part 3 wouldn’t work? I’ll have to test it better this next weekend, but I recall my first hit would work second would hit ground and third would make a rift and just sit there. (Happened a couple times but most of the time was fine).
I really hope the warrior rifle buff isn’t just a boring lets increase auto attack by 13%… I really want to be able to use my rifle… I really want to. But lb is just so much better in just about every conceivable way… Burning on auto, fire field, immobilize aoe and doesn’t stick you in place like kill shot.. cmon cmon I’m crossing my fingers its actually a good change! (at least change the rifle trait to add burning or something on attack lb one (eg. Burning Arrows), it would at least be something!)
I think stacking regeneration is a good idea with some work. I tend to stay away from regeneration altogether because it doesn’t stack. If someone else uses it in party it either gimps your heals or theirs.
Yea Ventari traits really only have +X % healing modifiers. While it can be useful its very boring. Almost wish they would remove the modifiers make it baseline and add actual traits. Because if you take Ventari without the modifiers it sucks. But even if they ignore all of that, I agree with the increases Ventari tablet radius aoe. Its capped at 5 people anyways, whats it hurt to increase it to 600 like glint boons.
This thread will go places.
Not good places, but places.
+1
Here is a list of exploits that should be fixed.
-CM: standing on the wooden plank to kill frost
-CM: air guns to one shot wahlen
-Arah: cheese walling lupi
-Arah: jumping the wall to skip half of p4, also works on p3
-Cliffside: cheesing diviner on the rock
-Mai trin: Ellen keil res exploit
-Jade maw: reflect crystal duplication exploit
-Swamp: mossman underwater exploit
-Volcanic growl fractal: stone duplication exploit for first bossIt’s great that your attempting to do something about the state of pve anet. But 2 years of neglect is not going to be undone by changing 2 parameters in your code. You need to continue to make improvements.
-CM: air guns to one shot wahlen only works occasionally. But if it does happen to time correctly I think its fine doing massive damage. I find trying to reflect wahlens attack the most fun part of cm. Plus the path is soo easy anyways, why not enjoy a gimmick. Although I do agree that standing on the plank at the end is annoying.
Just take Blighter’s Boon and any boon you get heals you while in death shroud. I found with testing reaper if you are in a party giving out decent buffs quickly you are nigh invincible.
the warrior tanking and monk healing were actually optional variants in GW1. Many hard mode missions preferred hybrid comps in high speed clears, generally because in some areas of the game, the preferred strategy had various players either splitting off solo or in pairs to maximize objective completion efficiency. Yes some of this “hybrid” meta comps just consisted of 6 assassins and a couple monks just in case someone screwed up but just to be clear, tanks and healing monks weren’t backbone mandatory in gw1 either.
EDIT: in some cases smite hybrid monks were preferred for some of the farms.
I remember that, when gw1 first came out a healer was “required” but after a while it kind of wasn’t as much. I always used to enjoy using some ritualist group protection build or have necro/monk partials was fun. Or before the mm nerf you’d do a full group of necros to see how many minions you could get. =) good times.
I fail to see how reaper is an A class spec. Why would I want a reaper in my group/raid. What can they bring to the group that others cant do better?
25 vuln, burning, crazy tank and self sustained damage/25 might with near 100% crits. Even if it doesnt provide others boons, it hits like a truck and can stand out front and keep the agro. I’d be more then happy to have one in group.
Class A (Useful, Distinct, Fun)
1. Herald
2. Scrapper
3. Druid
4. Chronomancer
5. ReaperClass B (Ok-ish…)
6. Dare Devil
7. BerserkerClass C (Fail, Uninteresting, Not on pair)
8. Dragonhunter
9. Tempest
+1,
Top 5 will be seen a lot, 6/7 will be seen a bit but not nearly as useful (although I can see Berserker making its way to the class A). 8 and 9 will be kicked once you notice what they are running. But hopefully that changes.
So, with Druid reveal the Glyph of Tides pushes enemies away from your location. Seems this is basically what Unyielding Anguish did before except it use to displace. Why not simply keep the functionality (loved the skill) with this mechanic instead of displacement?
No it did not in any sense and it’s not anything else than a warrior hammer 4.
Not sure what you mean? Unyielding Anguish (before the notes from above) was a leap that displaced enemies (meaning they were forced out of a radius with you as the center and couldn’t re-enter). The problem seems to be the displacement mechanic was too “disorienting” and ignored things like stability. Glyph of the Tides for Druid knocks back all enemies within a radius centered on you.
I don’t see why Unyielding Anguish couldn’t remain the same as it was before, just putting the same knockback mechanic of GotT when you land in your leap. It would then keep the functionality it had before, without being “disorienting” and without the OP version that was ignoring Stability.
Oh sorry I should read more carefully. I thought you ment the KB of the Glyph was compareable to the effect Unyielding Anguish did. But honestly, I don’t think CC really fits mallyx.
I agree with the CC not fitting mallyx. Yes the displacement was great while we had it but it didn’t fit. You had a melee weapon and they displaced away from you. While great for wvw/pvp capping/rezzing it didn’t really fit in my opinion. If you add a knockback it does the same as the displacement (without the confusion) but it still doesn’t have synergy with our condi weapon that is melee. I think the current iteration of chill will be good, lets just see how it does.
I think the sword on revenant animation wise was fine. But I also agree a projectile on melee attack is just bad. Haven’t you learned from guard that it’s no good? Same with jalis hammers on uneven terrain… projectile aoe and melee while looking cool are just bad… You shouldn’t be punished with only dealing partial damage just because the ground isn’t even. Just saying…
I think it is supposed to add 2 seconds to every stack. But during the last beta this skill did not work in any way (at least for me) so I was unable to test it.
Surprise!! =P…..
Maybe you were just using a crummy reaper build cause when I was playing it I never had problems, ridiculously high health pools. Almost always 25 might (Reaper’s Might,“You are all weaklings!”). Good healing and shroud generator (Blighter’s Boon, “Your soul is mine!”). Throwing out tons of vuln and burning(Unyielding Blast and Dhuumfire). And also a good boon removers (Nothing can save you!, Chill of Death). I guess I’m just confused at how a reaper isn’t good in a group or solo? It has 2 huge health pools that heal like crazy, hits like a truck while applying vulnerability,burning and removing your boons. Do you really need more?
In the current state of pve, all those things are completely useless in group play. Might is already group wide with a PS warrior, who can maintain 25 stacks for the whole group. As for DS, sadly DS is a poor mechanic that doesn’t scale with multiple enemies, thus is less effective vs classes with lots of active defenses. And of course, boon removal is just generally useless, as Anet has yet to add a need for it in current content (Mesmers can also achieve better boon removal then use through sword auto). Vuln is the only nice thing, but in an optimized group It’s also already taken care of. (Gonna be SUPER easy in 10-man raids.)
Necro in the CURRENT state of pve, has no use in groups, our damage EVEN with reaper is lackluster and brings no reason to not just take another ele over taking a necro. Now, as I mentioned who knows what raids will bring, It could easily change the meta.
If every single group you run always has a phalanx war/(ele for pre fight) and has no need for burning or vuln and are requiring you to bring a “more dps class”. Maybe you shouldn’t be saying whats wrong with this class? but perhaps you should be asking whats wrong with this group?… If you want to follow the max damage zerker rush meta by all means pick a higher dps class and go for it. Necro is about playstyle not pure dps…. and so far it has both (not top dps but reaper hits hard).
Lol, that doesn’t even make sense. Nothing is wrong with the group, It’s optimized fully, which is gonna be a common case in raids. People are going to put the groups together looking for the perfect comp. (Unless It’s more casual or pug) All classes should have a near equal footing, of course… Nothing is perfect and some will be better then others but It’s up to the dev team to make sure classes aren’t imbalanced, which is a huge problem for GW2.
No class should be about ‘Playstyle’, every class should have a reason to be there. That has been the problem with necros for the last three years, It’s whats created this elitism towards them. I love the necro, I will always play it… But I would also like to see it stand with the other classes.
Reaper is good in its own ways (which have already been listed), but it is not top damage which it seems is the only thing you care about. If that is the case then go play an ele cause we will never out dps them. If elitist groups are all you play then switch to a pure dps class and stop complaining. The rest of us will enjoy what reaper has to offer.
Maybe you were just using a crummy reaper build cause when I was playing it I never had problems, ridiculously high health pools. Almost always 25 might (Reaper’s Might,“You are all weaklings!”). Good healing and shroud generator (Blighter’s Boon, “Your soul is mine!”). Throwing out tons of vuln and burning(Unyielding Blast and Dhuumfire). And also a good boon removers (Nothing can save you!, Chill of Death). I guess I’m just confused at how a reaper isn’t good in a group or solo? It has 2 huge health pools that heal like crazy, hits like a truck while applying vulnerability,burning and removing your boons. Do you really need more?
In the current state of pve, all those things are completely useless in group play. Might is already group wide with a PS warrior, who can maintain 25 stacks for the whole group. As for DS, sadly DS is a poor mechanic that doesn’t scale with multiple enemies, thus is less effective vs classes with lots of active defenses. And of course, boon removal is just generally useless, as Anet has yet to add a need for it in current content (Mesmers can also achieve better boon removal then use through sword auto). Vuln is the only nice thing, but in an optimized group It’s also already taken care of. (Gonna be SUPER easy in 10-man raids.)
Necro in the CURRENT state of pve, has no use in groups, our damage EVEN with reaper is lackluster and brings no reason to not just take another ele over taking a necro. Now, as I mentioned who knows what raids will bring, It could easily change the meta.
If every single group you run always has a phalanx war/(ele for pre fight) and has no need for burning or vuln and are requiring you to bring a “more dps class”. Maybe you shouldn’t be saying whats wrong with this class? but perhaps you should be asking whats wrong with this group?… If you want to follow the max damage zerker rush meta by all means pick a higher dps class and go for it. Necro is about playstyle not pure dps…. and so far it has both (not top dps but reaper hits hard).
Oh well it will be released soon enough. Don’t think it matters all that much in the end.
Maybe you were just using a crummy reaper build cause when I was playing it I never had problems, ridiculously high health pools. Almost always 25 might (Reaper’s Might,“You are all weaklings!”). Good healing and shroud generator (Blighter’s Boon, “Your soul is mine!”). Throwing out tons of vuln and burning(Unyielding Blast and Dhuumfire). And also a good boon removers (Nothing can save you!, Chill of Death). I guess I’m just confused at how a reaper isn’t good in a group or solo? It has 2 huge health pools that heal like crazy, hits like a truck while applying vulnerability,burning and removing your boons. Do you really need more?
And yet, with that functionality, they still aren’t traps. Traps have certain functions that have been defined (and recently clarified) by Anet. There’s no pressing need to have traps be at range, mesh with symbol traits, or anything of the sort. At that point we might as well ask for engineer kits and call them phantasms.
it is not 8 symbols per guardian the most would be 6 1 from weapon, 1 from heal, 3 skills, 1 elite.
it is not 8 k damage per tickHow is this any less dangerous than a group of Staff / Marks wielding “Well” life stealing necro’s?
It’s actually 2 weapons, heal, 3 utilities, elite, and at least 1 trait proccing regularly. In pvp or wvw, you’d definitely be proccing at least one of those trait symbols. In PvE, you wouldn’t necessarily be proccing the traits, nor would you take the elite symbol (unless it gave quickness, otherwise FmW would be the best choice for your party of 5). Using the extremely conservative assumption that each symbol would tick about 1k per (which is like, 1800 power levels of damage), to could have 6k dps by hardly doing anything. If you’re actually in a dungeoning group, it wouldn’t be unreasonable to expect 3-4k per tick, or more. That’s 18-24k+ dps for no effort. Numbers similar to these would be available in pvp and wvw, which is absolutely no bueno.
I agree you could have some decent spike potential if you put down every symbol you had at the same time. But don’t forget they have 45 second cds. Its really not that much different then a necro throwing down all their wells at the same time (considering wells give condi convert/protection/personal heals). It has a good spike but then you got nothing till recharged. Plus in pvp/wvw you just move out of the aoe, just like you do with wells and arrow carts…. If you aren’t smart enough to move and let the entire duration hit you, you kind of deserve to get wrecked…
I have to say, I liked the hammer flying around, combined with the two from the skill. Tell me… does the skill that creates the two hammers, do they work underwater?
I didn’t have a chance to check with vengeful hammers last beta, will be doing it first thing next beta. But I kind of doubt it because they also count as projectiles, that’s the reason why they get destroyed on uneven ground/walls/basically anything except players.
Although I should mention if you are only talking about elite specializations then yes I agree guardian is junk. Cause traps and lb at this point are just….bad..
You are acting like the revenant can do ALL of those things at the same time. Yea the rev can give more might if he ONLY focuses on it. Or yes he can give better protection if he ONLY focuses on that. Where as a guardian can give protection, aoe stability, aoe condi cleanse and reflect all at the same time. The revenant has more ability to play different roles I completely agree but I don’t think it by any means overshadows what a guardian can do. I will be playing revenant and guardian because I think both of them will be wanted in just about any group. I personally don’t think one is “better” then the other because its hard to compare when they play different roles.
Hey all,
The Reflexive Hammers trait in retribution is going to be changed after BWE3, before launch. Right now since it uses projectiles that hover around you, they currently don’t work underwater and I think it no longer really fits the line as that is more about damage, plus it muddies the FXs around the character when the actual hammers are around you.
Soooooo…. I wanted to throw out an idea I had about a new GM trait for retribution to place it and see what you all think. The trait would be more dwarf stance focused since we don’t have a dwarf stance specific trait.
- It would give you some way to proc Rite of the Great Dwarf like at some percent health trigger or something and then make Rite of the Great Dwarf (both proc and the skill) have reduced condition damage taken as well while allies have the buff.
Let me know what you think.
Reflexive summon was a fav trait of mine, especially for the animation but also for providing a damage option in the line when I only wanted moderate tankiness. Lack of underwater function isn’t much of a problem, eg traits like vicious lacerations are worthless underwater too, just write something in the tool tip so it doesn’t give a buggy impression. I hope the hammer trait stays, there are two other GM traits thst could be hit, esp the vengeance one.
I think the new trait idea with jalis elite could be really cool if applies at 50% hp etc. But I also agree the Empowering Vengeance is garbage (between the very limited retaliation and cd on trait…) and it should just be merged with Steadfast Rejuvenation. Then they could have the new jalis elite trait, the merged empower/steadfast and a third one that has some kind of damage potential like reflexive summon.
Maybe they could have it be like the engineers adaptive armor but change it to give increase in damage instead of armor. I mean isn’t the point of jalis to be up close and personal packing a punch? Cause so far the traits lead me to think all it can do is dodge and keep as far away from target as possible (eg. Close Quarters, Unwavering Avoidance). Plus the removal of the Redeeming Protection giving it a 45 second cd just makes it worse… First thing I think of with a dwarf is up in your face smacking you with a hammer, not keeping his distance shooting me like an elf. (I would imagine that’s why dwarves usually hate on elves cause they refuse to fight close combat).
With every new change to the retribution traitline I seem to be wanting to take it less and less. I really hope this doesn’t continue cause even the salvation traitline is starting to look good…
Revenant in some ways will be better then a guardian, that is true. But that’s the point of different classes. The opposite applies where guardian will be better then revenant in some ways too.
It will be very very difficult to make a guard not good, considering even without any elite specs they can group condi cleanse,buff, reflect and apply aoe quickness every 30 seconds. Guards have always been welcome in just about any group, I highly doubt that will ever change.
I’m old school, super adventure box nuke finisher for the win! Gotta love seeing a line of huge pixelated mushroom clouds in the middle of a wvw zerg vs zerg fight. Plus it makes you feel good to drop a nuke on their heads.
I don’t think he means to make them invulnerable to conditions when using it, only to reduce their damage to you by like 20% or so.
Honestly, traps don’t need condition cleanses, sun breaks, or other things like that either. Traps are traps, not symbols or wells. They shouldn’t be spreading protection and regen. Fragments of Faith gets an exception because of how aegis synergizes with Guardians as a whole (especially shattered aegis, amplified wrath, pure of heart, and hunter’s fortification.)
Some traps could definitely stand for some more utility though, I won’t deny. Purification is the one trap where condition cleanses could be a good fit. Currently Fragments of Faith serves that purpose when combined with Hunters Fortification, but there’s no reason purification can’t purify. Procession of Blades probably really should have a whirl finisher, or stack bleeding natively. Traited Test of Faith compares very well to Purging Flames, and Lights Judgement is just plain useful all around.
I never stated that they should give out a bunch of boons and cleanse conditions. The only mentioned change was let them get bonuses from symbol traits (and have some range). The different traits that affect symbols give minor heal per tick (+2 sec duration), vuln per tick, chance at burn and increase symbol damage by 10%. That is not cleanse, stun break, protection, regen etc etc.
In their current form they offer some gimicks, the best being aegis, the others being adding minor conditions/damage or temporarily halting the enemy. For what they give they are close to worthless. At least with the above trait bonuses they can apply vuln/burn and a decent group heal if stacked on each other. (If thinking that’s op, don’t forget they have 45 second cooldowns.) Plus in order to take one of these traps you have to give up a skill that gives boons, 2k heal, condi to boon convert, reflect etc etc. Even with these changes they still wont be taken all that much.
-Also as a side note I personally don’t care if they can be used at range or not, but I did notice quite a few people complaining about it so I figured I’d add it. The only thing I think should change is the ability to stack with symbol traits.
Hey all,
The Reflexive Hammers trait in retribution is going to be changed after BWE3, before launch. Right now since it uses projectiles that hover around you, they currently don’t work underwater and I think it no longer really fits the line as that is more about damage, plus it muddies the FXs around the character when the actual hammers are around you.
Soooooo…. I wanted to throw out an idea I had about a new GM trait for retribution to place it and see what you all think. The trait would be more dwarf stance focused since we don’t have a dwarf stance specific trait.
- It would give you some way to proc Rite of the Great Dwarf like at some percent health trigger or something and then make Rite of the Great Dwarf (both proc and the skill) have reduced condition damage taken as well while allies have the buff.
Let me know what you think.
You said Reflexive Hammers will be changed because projectiles don’t work underwater, but what about Vengeful Hammers? Are those going to get changed too or are they staying as projectiles?
As for the trait to buff Right of the Great Dwarf I think thats a great idea! I’m a tad worried it will proc at too low of health (10-20), as it doesn’t give damage immunity only partial reduction. But aside from that sounds great!