So, about Legendary Armor (and Weapons)
in Guild Wars 2: Heart of Thorns
Posted by: Kydar Schattendolch.6879
So…here’s the idea for creating the Legendary Rune:
1st step is to finish a collection with different items earned in the Hearth of Maguuma.Until you finished this you will get an “Insert-cool-name-here”-cube
This cube will function similar to the D2 Horadrim cube some of you may remember of^^
When the cube is opened, there will be an option to choose, what items should be created.
For the first, there will be the following Options:
- Aspect crystal of Power
- Aspect crystal of Precision
- Aspect crystal of Ferocity
- Aspect crystal of Vitality
- Aspect crystal of Toughness
- Aspect crystal of Healing
- Aspect crystal of Conditions
- Celestial aspect crystal
(Note: Every of thes crystals can further be used for new recieps within Mystic Forge or as crafting materials, so there can be more uses for it instead of only creating the Legendary Rune)
2nd step is to create the 8 aspects with the cube. For this you doule click the cube to open it and there will open a window similar to yout inventory with an option to choose, what you want to create. Lets begin with the Aspect Crystal of Power. You choose this option and the “cube-inventory” show you all runes with main Attribute Power (so 1st, 3rd and 5th rune bonus). This Slots are greyed (like ist in your bank, when theres an item yo dont have stored there; maybe some ppl remember this from the pvp bank).
Now you put in all runes and after that you can create the Aspect Crystal. You have to do this for all 8 Aspects.
3rd step is the use of the Mystic forge. You have to combine the Aspect crystals of Power, Precision, Ferocity and Condition to get an Offensive Aspect Crystal and the Aspect crystals of Vitality, Toughness, Healing and the Celestial aspect crystal to create the Defensive Aspect Crystal
4th step is to buy a few Icy Runestones as well as a Bloodstone Shard from Myani. These 4 items are thrown into the Mystic forge to create your Legendary Rune.
P.S.: The cube is only an help item, cause in the Mystic forge you can only put 4 items at once. But to create the Legendary Rune you need many runes at once and it would be too complicated to put 5, 6 or more different combinations of runes into the Mystic forge to get a few new itemt that are once more used in the forge to create a new item to get the Aspect crystals at least^^
And I think there can be a great potential for an item like this cube^^
Edit: Added Celestial aspect crystal
(edited by Kydar Schattendolch.6879)
So, about Legendary Armor (and Weapons)
in Guild Wars 2: Heart of Thorns
Posted by: Kydar Schattendolch.6879
I also want to know what’s happening with armour classes Light, Medium and Heavy. Say I make a set of legendary armour for my mes, but then want to use it on my war.. can I? or would I have to make 3 different sets of armour for each weight class… I would dread that.
No, you can’t.
You will get a “legendary precursor” and you can transform it into light, medium or heavy armor. So, you can’t wear it for different armor classes, every class has to use it’s own one.
So, about Legendary Armor (and Weapons)
in Guild Wars 2: Heart of Thorns
Posted by: Kydar Schattendolch.6879
I love it. I was thinking they will make legendary runes?
This was another idea I had, too.
The idea was, that you need 1 of all availabe runes to create this* Legendary Rune*. The Legendary Rune will be very expensive, but it grants you more benefits.
But instead of slotting this one in the armor and be able to change between all runes, there was a further going idea, that you will be able to put this Legendary Rune together with your Legendary Armor Piece and some more components (not that expensive ones, the whole Thing is expensive enough. Thought about something like stuff you can by from Myani for spirit shards) into the Mystic forge and create a new typ of Legendary Armor (same skin but extended function).
With this new typ you are availabe to choose between stats and rune effects.
So, you can decide, if you are fine with the seperate rune slots in the “normal” Legendary Armor or if you would like to invest in an…lets call it “ascended version” of it (like infusing ascended rings you will infuse the Legendary Armor)
So, about Legendary Armor (and Weapons)
in Guild Wars 2: Heart of Thorns
Posted by: Kydar Schattendolch.6879
Hi all, hi ANet,
I really like the idea of Legendary Amors, coming with HoT.
I really don’t know much about it at this point, but I will adress a problem, which maybe won’t be one but is one for the Legendary Weapons atm.
Here is, what I wish for the Legendary Amor and why I wish this^^
Lets think of the playstyle of maybe many ppl in the game. They are playing different builds with different stats on ther armor and because of this, they actual need more than one armor set in the inventory, to switch if needed. This will change with Legendary Amors, cause, like for Legendary Weapons you can easily switch stats and be fine.
But exactly here is the Problem with Legendary Amors (and Weapons^^).
For example: Player Ted wears his actual armor for his build A with Rune of the Strength and now he want to switch his armor to his build B with Rune of the Exuberance
When Ted had ist Legendary Amor crafted, he can easily Switch stats from build A to build B, but….he still has to change the runes. And in case of Ted, this will be very expensive^^
So, I think more than me actual though about this problem, and here’s my solution:
Allow it to stack more than one rune in each armor piece!
This would function like this:
Additional to the option to change the stats on your armor piece, you have an 2nd option to choose between (let’s say 3 for the first) different rune slots
In that case Ted can fill rune slot 1 in all armor pieces with Rune of the Strength, slot 2 on all pieces with Rune of the Exuberance and slot 3 will remain free for the moment or he slot another rune, however.
And now, step #2: In each armor piece, you can choose which rune slot should be active. All other are inactive until you activate them. You can do this like for the stats outside of combat.
This system should also be introduced for the Sigils for Legendary Weapons
Any thoughts?
P.S.: Sry for my english XD
Regeneration is fine, no changes needed there.
As well for Healing-Skills. They should be decent for each profession without Healing Power but should scale with it. Most Healing skills scale with a coefficient of 1, and I think, ist ok for whis (there are exceptions like Troll Unguent or such skills, but it’s finde overall IMO)Kydar, while I think the idea of scaling OUTGOING heals strongly based on Healing Power is an excellent idea, scaling class healing could prove problematic. Forcing players into Healing Power in order to be self-sufficient in any game mode limits build diversity and encourages the “holy trinity” that other games have—tank, damage, healing—which Guild Wars 2 has consistently and (in my opinion, happily) avoided in favor of control, damage, and support (of which healing is only a single aspect).
I dont know, if you mean what I mean…but what I want to say (with my limited english^^) is, that healing skills from professions should be, as they are now….same for regeneration, it’s fine. So no more scaling for healing skills as it is now and no tweaking to the heal amounts they offer in their current state. Maybe it was cloudy descriped ^^
Example: Most healing skills have an healing coef. from 1.0. See here “We Heal as One”. Without HP it heals for 6500, with 500 HP for 7000 and with 1000 HP for 7500. This is as it is now and it should stay like this. Same for other Healing skills…dont touch it, it’s fine^^.
The increased scaling with healing power should only affect skills (like druid skills in that case or elementalist skills (mostly water)) and traits (like necros Transfusion or Life from Death). This are mostly skills and traits, where there’s a benefit for the player itself and for team mates, so it’s meant to be a scaling for outgoing healing and also some self healing.
If you dont spec into HP, every profession still have an decent dealing skill to deal with, it will stay uneffected or in the same state it is actual.
But let’s say, you are Guardian…and you take Meditations and have traited “Monk’s Focus” without HP, so you will heal only 700-1000 (instead of actual nearly 2000), but with, let’s assume 1000 HP, you will heal 2000 or 2500….
So, this skills/traits are still usable withoug HP, but more moderate with…
It’s the same like for “Life from Death” from Necro….without HP it heals you and allies for something like 700, with 1000 HP you can heal nearly 2000…this is a good and valuable healing scaling in my opinion….you can use it without HP or speced into it and get much more benefits for you and your party….
(edited by Kydar Schattendolch.6879)
TL;DR: Pls make an overall healing power-scaling remake of all skills and traits for all professions. Low base values but good scaling with HP (up to 2-2,5 coefficients)
My opinion to this, quoted from another thread:
In general the Celestial Avatar form’s base heals feel a bit too high and heal coefficients didn’t feel rewarding enough to go with healpower stats. The heals themselves seemed to be working at decent values, so I’ll be tweaking the base heals down and coefficients up some in order to better reward selecting healing power stat combos as a druid.
Thx, Irenio, I really appreciate this. This should be an Overall makeover of skills and traits that give some healing.
Regeneration is fine, no changes needed there.
As well for Healing-Skills. They should be decent for each profession without Healing Power but should scale with it. Most Healing skills scale with a coefficient of 1, and I think, ist ok for whis (there are exceptions like Troll Unguent or such skills, but it’s finde overall IMO)But for all other traits and skills that provide some healing, I think it should scale much better, so that you feel rewarded if you take some HP increase in your stats.
I know ist possible, ist already done for Necro in traits like “Life dfrom Death” or “Transfusion” which scale very well with HP. Same should be done for Druid skills.
For example Lunar Impact. Actual it has a base heal of something like 2950 IIRC.
This should be tuned down to 1500 healing and increase the scaling with healing power to 2-2,5. In that case, you feel rewarding, when you go for HP with 1000 and you see “wow, I can heal for 3500 now instead of 1500, cause i have invested 1000 attribute points into HP”
In that case, the 1500 is not bad as a base heal, it’s a nice boost for ppl are not playing with HP and such who do, can heal for more.Pls discuss this intern with all devs, to bring the healing power attribute in line with other ones (like condition dmg) and make it a reason to skill =)
TL;DR: Pls make an overall healing power-scaling remake of all skills and traits for all professions. Low base values but good scaling with HP (up to 2-2,5 coefficients)
My opinion to this, quoted from another thread:
In general the Celestial Avatar form’s base heals feel a bit too high and heal coefficients didn’t feel rewarding enough to go with healpower stats. The heals themselves seemed to be working at decent values, so I’ll be tweaking the base heals down and coefficients up some in order to better reward selecting healing power stat combos as a druid.
Thx, Irenio, I really appreciate this. This should be an Overall makeover of skills and traits that give some healing.
Regeneration is fine, no changes needed there.
As well for Healing-Skills. They should be decent for each profession without Healing Power but should scale with it. Most Healing skills scale with a coefficient of 1, and I think, ist ok for whis (there are exceptions like Troll Unguent or such skills, but it’s finde overall IMO)But for all other traits and skills that provide some healing, I think it should scale much better, so that you feel rewarded if you take some HP increase in your stats.
I know ist possible, ist already done for Necro in traits like “Life dfrom Death” or “Transfusion” which scale very well with HP. Same should be done for Druid skills.
For example Lunar Impact. Actual it has a base heal of something like 2950 IIRC.
This should be tuned down to 1500 healing and increase the scaling with healing power to 2-2,5. In that case, you feel rewarding, when you go for HP with 1000 and you see “wow, I can heal for 3500 now instead of 1500, cause i have invested 1000 attribute points into HP”
In that case, the 1500 is not bad as a base heal, it’s a nice boost for ppl are not playing with HP and such who do, can heal for more.Pls discuss this intern with all devs, to bring the healing power attribute in line with other ones (like condition dmg) and make it a reason to skill =)
(edited by Kydar Schattendolch.6879)
In general the Celestial Avatar form’s base heals feel a bit too high and heal coefficients didn’t feel rewarding enough to go with healpower stats. The heals themselves seemed to be working at decent values, so I’ll be tweaking the base heals down and coefficients up some in order to better reward selecting healing power stat combos as a druid.
Thx, Irenio, I really appreciate this. This should be an Overall makeover of skills and traits that give some healing.
Regeneration is fine, no changes needed there.
As well for Healing-Skills. They should be decent for each profession without Healing Power but should scale with it. Most Healing skills scale with a coefficient of 1, and I think, ist ok for whis (there are exceptions like Troll Unguent or such skills, but it’s finde overall IMO)
But for all other traits and skills that provide some healing, I think it should scale much better, so that you feel rewarded if you take some HP increase in your stats.
I know ist possible, ist already done for Necro in traits like “Life dfrom Death” or “Transfusion” which scale very well with HP. Same should be done for Druid skills.
For example Lunar Impact. Actual it has a base heal of something like 2950 IIRC.
This should be tuned down to 1500 healing and increase the scaling with healing power to 2-2,5. In that case, you feel rewarding, when you go for HP with 1000 and you see “wow, I can heal for 3500 now instead of 1500, cause i have invested 1000 attribute points into HP”
In that case, the 1500 is not bad as a base heal, it’s a nice boost for ppl are not playing with HP and such who do, can heal for more.
Pls discuss this intern with all devs, to bring the healing power attribute in line with other ones (like condition dmg) and make it a reason to skill =)
For the lack of stunbreaks with the new spec and glyphs:
GM Minor Natural Mender: Additionally breaks stun when you enter and leave celestial astral form.
(edited by Kydar Schattendolch.6879)
The new dodge rolls are fluid now, like normal dodge, this is really nice, but…the animations from Lotus Training and Bounding Dodger…they look so…meh…there’s no flair in it anymore^^
Lotus Trainis is clunky at the end and for Bounding Dodger….I think it needs this “shadow animation” like the normal dodge….there’s something missing
Except this, no further testing from me^^…
Edit: Sry Karl, just saw your post, you’re working on it XD…
(edited by Kydar Schattendolch.6879)
For more Synergy between Scrapper and core Engi, I would prefer that:
- Soothing Detonation and MDF get an increased radius to 300. Soothing Detonation also works for leap finishers now
- Rapid Regeneration should be activated in combination with MDF (cause ist healing outgoing to you)
Thx =)
Hoi…here some FB from me:
- (bug first) —> Heal Resonator Trait doesn’t functions with the Medic Gyro
- Increase CD from Bulwark-Gyro to 35s. Increase HP by 15%. Add a stun break to this skill
That’s it for the moement XD
- Astral force upbuilding with dmg should be increased to 1/2%
With healing it’s ok IMO, cause it’s working with traits overall (like Lingering Light, Cultivated Synergy and Verdant Etching)
- Daze from Lunar Impact should be decreased (1-1,5 s)
- Healing skills from astral form are great, scaling with healing power seems ok =)
- Glyph of Unity should scale a little bit better with power….not much though, and there should be added a dmg-effect. Increase Duration to 8s. Same for the duration of the astral version
- Duration of Glyph of Emporement should be increades to 8s. There should also be added a dmg-effect
- Duration from Natural Mender should be increased to 8-10s
- Glyph of Rejuvenation should get a reduced cast time to 1/2s or at least 3/4s
That’s it for the moment
Thank you Irenio for this really nice Spec =).
Will there be an update to the changes before release? So in like 1-1,5 weeks?^^
(edited by Kydar Schattendolch.6879)
Spirit of Nature still unusable with passive 240 radius
Hoi fellow Rangers,
I main a ranger and although, I love it to have nice things, like everyone I guess^^, IMHO the new WHAO is OP. And I would’nt say this, if i did’nt think so
The nerf is incoming, Roy twittered about this, and maybe, we can have a little bit of influence for the direction of the fix/nerf.
So, take this thread to make suggestions for it, in the hope, devs are reading this.
My idea is the follow one:
All boons currently on you and your pet have an increadsed duration
—> Duration increase: 5 Seconds
In that case you have:
- still benefits for boons like quickness and protection
- the idea to play with boons with this skill remains the same
- it’s not possible anymore to stack that abnormal amounts of perma boons
Thoughts, other ideas?
As for the animation on axe 1, it was changed because of an exploit with cancel casting that allowed players to get significantly more damage from the skill by continually canceling it. At the time I tried to just adjust the original animation so we could keep it but due to its construction that ended up not being feasible. The resulting animation looked extremely choppy and didn’t sync well across races. You are always welcome to make suggestions on alternate animations you’d like to see, but going back to the original animation at this point is extremely unlikely.
What about make AA a chain?
1st attack is like first hit ot actual aa (dmg + 1 stack vuln)
2nd attack is like 2nd hit (dmg + 1stack vuln) (both are the same, but now in 2 different skills)
and then add a 3rd attack, which has higher dmg and as well 2 more stacks of vulnerability.
Cast times like 1/4 —> 1/4 --> 1/2
Treat the animations from the player like swinging sword/axe like it’s for Thief or Warrior or something, but faster^^
There should’nt be enough time left for exploiting then^^
Ant btw, off Topic:
Reduce cast time for life blast to half and with this dmg to 50-60% XD
(edited by Kydar Schattendolch.6879)
This spirit still has an area of effect of 240. This is ridiculous please update it to 1000 like all the other spirits.
Quoted my post from another Trait:
And this is the problem. 240 radius for the regen and, if traited, the stability-buff is nothing. In the current state, the Spirit is only usable for condi-remove and for rezzing. But for the other effects, you have to place it within the enemys…and then it dies instantly.
My Suggestion is, if they nerfed it, cause of the “Natured Vengance”-Trait, then make it pulsing stability all 5 s, but by the six gods, increase the passiv back to 1000 like all spirits have. 900 radius rezz and condi remove for up to 3 ppl is ok, but 1000 pulsing 320 HP/s and 1s stability for 5 ppl every 3 sec is to OP?
And for all other Spirits, increase the radius of active effects to the same, Spirit of Nature has. Then, IMO, all Spirits are really viable and usable.
Passive effects: 1000
Active effects: 600 (900 traited)Reduce daze for storm spirit to 1s and everything would be fine.
Though abit disappointed no change to Nature Spirit.. (shorten the CD abit since it’s immobile now?)
And this is the problem. 240 radius for the regen and, if traited, the stability-buff is nothing. In the current state, the Spirit is only usable for condi-remove and for rezzing. But for the other effects, you have to place it within the enemys…and then it dies instantly.
My Suggestion is, if they nerfed it, cause of the “Natured Vengance”-Trait, then make it pulsing stability all 5 s, but by the six gods, increase the passiv back to 1000 like all spirits have. 900 radius rezz and condi remove for up to 3 ppl is ok, but 1000 pulsing 320 HP/s and 1s stability for 5 ppl every 3 sec is to OP?
And for all other Spirits, increase the radius of active effects to the same, Spirit of Nature has. Then, IMO, all Spirits are really viable and usable.
Passive effects: 1000
Active effects: 600 (900 traited)
Reduce daze for storm spirit to 1s and everything would be fine.
But being ablet to swap them mid-combat is just a no no.
Make it, that you can only swap when you are ooc and maybe disable swap while in PvP completly….Problem solved^^
I have an idea to improve “Bounding Dodger”.
There are complains, that DD is a spec which should stay in combat, but the benefit of this dodge doesn’t help you much, cause often you dont do any dmg, cause you dodge away from target. So, my idea is to inverse the animation for this one, so that the dmg is dealt at the start of the dodge.
1. You sill do dmg while/before dodging AND
2. you get some distance between you and your target.
Something like picture below^^
…PLEASE MAKE PULMONARY IMPACT DOES NOT BREAK STEALTH…
I actually feel the opposite to you on this. I think Pulmonary Impact should reveal you. I understand it is kind of like a condition, but to me the Daredevil is all about evades and nothing about stealth. So with that in mind I do not think the Daredevil’s techniques should work around or be considerate of stealth in any way. Hell, I would even be ok if the staff had no stealth skill.
You are effectively performing a strike on your target that has a delayed damage portion. Therefore, in my opinion, I think inflicting Pulmonary Impact should reveal you the moment you plant it on your victim, not when the damage triggers. Either way, hitting your target with such a high damage attack should reveal you IMO.
I know, ist more of evades, but this should not exclude other playsyles…there should be freedom to choose and synergy with all spec, IMO. And the staff has a stealth skill, so I think, it should also synergize with stealth, though ist not the main idea behind DD.
And this is exactly, what I asked for
. You can only apply PI, when you hit the target, so this is no question^^, but the delayed dmg should not reveal you….
(edited by Kydar Schattendolch.6879)
I would say, more than most of the problems/issuses/Feelings with and for the DD are named and commented in this thread.
For me, theres only 1 Thing left to say atm:
I think, DD should not only snyergize with DD itself, it should synergize with all of the other specs from thief. In that case, only one wish:
PLEASE MAKE PULMONARY IMPACT DOES NOT BREAK STEALTH
It’s not an direct attack from thief, ist a debuff with a delayed dmg application and should be handeled like conditions in this case….that’s all I want like to see =)
(edited by Kydar Schattendolch.6879)
As many said, the new dodges are Rally nice, but fell a bit like “stop and go”, but red post said, ist in progress^^..
Waht I mentiones is, that the GM minor trait “Endurance Thief” does not give you 50 Endurance back, when you steal, ist only 25 (half of 1 endurance bar)…don’t know, if it’s intended.
I like the traits, it’s a hard choice, which one you want to use, because there are at least 2/3 good ones in 1 tier^^
There are also nice combinations like jump-dodge —> steal or Vault —> steal (with Hidden Thief trait) und u can still stay stealthed after landing It’s nit that easy to time, but nice to have.
So, all in all, I like the elite spec from Thief. Ist fun to play and I think there’s much potential with the right builds and there can be great synergies.
Pls, dont nerv Pulmonary Impact, ist really fun….esp. when you get a double one XD…
Dagger Training should refresh the duration of both Poison and Bleeding as long as you are hitting the target.
This is a very good suggestion.
I compared our GM Potent Poison with Revenant minor Venom Enhancement, which increases the poison Duration by 50%….seems totally fair to me -.-
In that case….switch Potent Poison to adept tier and move Dagger Training to GM.
Increase poison-dmg for Potent Poison to 20%, leave Duration increase as it is and make Dagger Training to increase applied poison and bleeding by
3s with 33% chance per hit and make it ICD of 3s.
Condi transfer doesn’t fit the trait IMO…but it’s a nice idea, tough. =)
I’m thinking of running a build without trickery XD.
CS/SA/DD to play around with more dmg-prevention through blind and more dmg application through Interrupts as well as much more survivalability through stealth (and with this the knock down on staff)….
But I have to try, trickery seems a really great (maybe the ebst) choice to spec in with DD…..have to wait until next week…
Hoi follow Thiefs,
I love playing condition hybrid builds with my thief, and so I’m plaing with the Deadly Arts specialization line. After the rework, this specialization is the condi oriented one, but I think, the 2 choosable traits for this are very weak.
So I want to create this Topic esp. for this 2 Traits “Dagger Training” and “Potent Poison”.
Dagger Training: 2s poison with 33% Chance at hit…even for a Adept trait this is really bad and nor that viable in condition builds. But we have to think of the whole traits and skills and the combinations, so this should’nt be to powerful.
My Idea for this is only a low tweak: Increase poison duration from 2s to 3s.
Additionaly expand the effect to Pistol, cause ist also a hybrid condi/dmg-weapon (main hand) and rename this trait a little bit.
Potent Poison: Increase Duration of poison by 33% and dmg by 10%. And this is GM-Trait? It’s very bad….how are the possibilities to inflict poison for thief? Steal (if traited), Dagger Training (if traited), Spider Venom, SB#4, and the new physical from Daredevil in the future. It’s not that much but the durations are between 6s and 10s IIRC, exept Dagger Training (meh).
So My Idea for this: *Increase the dmg done by poison to 25% Duration can stay at it is, I think it’s ok and would’nt make this OP. Theres also the possibility, to additional increase the poison duration to 50%, but maybe this is too op combined with some skills and the dmg increase.
Thoughts? Are there other Condi-Players, that would love to see this traits improved?
At last, I think this trait has some potential use in condition builds, but you are right. Up to now ist less viable.
My suggestions is, to increase the duration at least to 3s. Trigger chance of 33% is ok IMO, cause ist on hit…you can make it 50% on critical hit, but 50% on hit is to op for an adept trait.
Also, the GM trait Potent Poison is really bad and not GW worthy. There should also be some improvements. My suggestions for this are:
Increase duration to 50% and/or
increase dmg done to 20-25%.
Thoughts?
Ya, I know, bur 240/360 (traited) is not that much, for the amount of health of the Spirits and the fact, that they can be cc’d and aoe’d^^
Up to remind for needed update on Spirit skills^^
Spirits should have 360 range baseline and traited +66%, so that traited range gets up to 600. In that case you can much better use and tactically position them…
A few tweaks to the buffs should also be done^^, but there are many good suggestions for it in other threads
I liked playing with Ventari….but I think, the #6 Table-Command shouls be instant cast without interrupting your skills.
This would make the fights more fluid an I thinks, it’s far away from beeing OP….the heal amount isn’t that high and it is also a good thing, if you are prevented from using skills, if u can use it in that case while stunned and so on…take it as an upgrade for survivalability
Energy reseting to 50 is intended.
I know it’s intended, but after 1 sec off fight? To get ooc with other chars u need between 5-10 secs, sometimes more…or at least keep a long distance between you and your foe to break aggro.
For the Rev, if there are more than 1 enemy, and u killed the first, and the second is more than 1 sec walking time away or maybe stays near to you but is attacking other teammates, so that you don’t get any dmg, u’re instant ooc….
This can not be intended that way
Dmg of Deathly Chill is calculated with sth like:
145 + (0.12 x Cond) for <50% HP
97 + (0.083 x Cond) for >50% HP
This is really weak. Compared to Terror, which is
444 + (0.4 x Cond) with other condis and 33% less without other condis may be sth. like
296 + (0.16 x Cond) if I’m right?
Or remains the 0.4-factor the same?
Chill-dmg should be increased. Normally chill is a short duration condition,…but..yeah…reaper^^…
IMO it should scale in this way:
145 + (0.3 x Cond) for <50% HP
97 + (0.2 x Cond) for >50% HP
With 1500 Cond-dmg this would be 595 for <50% HP and 397 for >50% HP.
I think this is far from OP, cause ist a non stacking condition like bleed and co.
Compared with bleeding which is 112 dmg per stack with 1500 Cond-Dmg…and there are far more than only 1 stack of it…so the dmg can be compared to 5 stacks of bleeding.
And…come on…ist only useful for condition builds so
After killing an enemy, Rev gets very fast (after 1 sec) out of combat and cause of this, energy drains instant to 50.
Is it intended to get such fast ooc?
If not (and I think ist not^^) —> bug^^
Sword 1: it’s an AA, so…ist ok for me^^
Sword 2: definitly Needs a buff…dmg is bad, 1s of chill is’nt that great either…
Sword 3: awesome XD
Sword 4: Maybe add a swtch attack u can use, after a hit is blocked if u want
Sword 5: Nice skill
Impossible Odds: Reduce energydrain from -10 to -8.
General: Give Rev in each legend 5 utilitys to choose from….so it’s in line with other professions (20 Skills) ans theres more variability in the builds.
Reapers shroud is really nice, I like the skills and it feels really fluid, cause u can cast all skills while moving. This is great.
GS…I need some work with it. It’s slow…ya…but…for me it’s ok as it is…maybe Auto attack chain could have a litte bit more dmg….
I love the changes done for Death’s Charge and Soul Spiral…pls..never ever take away the blind or the poison…ist awesome for my Condi-Reaper Build =)
Ok a little bit from me in my really bad english LOL
- Some texts spoken from chars in the PS-part are not overvoiced (into german), but…ist beta^^
- Problem for Rev with changing legends. They are not completly visual on the Monitor (see Picture below).
- Like the weapon swap for Rev. It really feels more fluid within fights to have an option for switching melee-ranged combat.
- Rev should also have 5 Utility-skills per legend to choose from. In that case it’s in line with other professions (20 utilitys, 5x 4 legends)
- Reaper: Chill Duration increase fom “Cold Shoulder” (Minor 3, Reaper-line) is reduced to 10% from 20%. This is sad =‘(
- Chill from 3rd GS Auto attack is reduced from 4s to 2s. I think, this is ok, 4s was way to op.
- Chill damage from “Deathly Chill” seems to scale very low with Cond.Dmg (seems to be 0,12 for <50% HP and 0,083 for >50% HP. I think, this shoule be increased a Little bit, cause it’s a not in intensity stacking condition. Something like 0,25 for <50% and 0,15 for >50% HP shoudn’t be OP.
- Like the fact, that u can use all reaper Skills while moving, this feels really fluid.
- Like the changes for Reaper skills, esp. the shroud skills. Pls, let it as it be
- The new Mordrem hunter are really…hard with ist shoot…..i like it…but…ist hard….and from time to time a Little bit frustrating XD….
I think thats it for the moment.
Only Issue I had, I could’nt cast the “2”-Skills while moving the char with “w”. But I think, thats a bug, hopefully it’s solved asap^^.
(edited by Kydar Schattendolch.6879)
Bump!
Pls, this need to be fixed. Problem on all chars for me.
Since last update/hotfix I’m not able anymore to cast my Skills “2” while walking with “W”.
Only possibility is to walk with autorun or to stay on place for cast duration.
Pls fix this =)
Thx.
You left out the part where the skill does half damage if the target is 600-1200 range away.
Yeah, you’re right, didnt mentioned that…ist the oppositte of rangers longbow #1^^
Life Blast needs to have the same attack speed as Plague Blast, even if that would mean lowering its damage slightly. It would make all the Shroud 1 traits more potent on base necro. I’m especially looking at Dhuumfire, but it would benefit all the others too. It also needs to be a finisher, 20% is fine … 100% would be preferable.
I also thought about that, but I think, this would be to hard with dhuumfire. That’s why I reduced it to 3/4s only, and IMO I think, thats enough.
Dhuumfire is another one, that needs some discussion for, but there’s also a thread about this, so I didnt mentioned that.
Hi all,
I would like to talk a litte bit about Life Blast (Shroud #1), cause I think, this skill needs little tweaks:
Actual this skill is the following:
Distance 1200
No projectile finisher, but acts as projectile
1s cast time.
Compared to other Skills like Rev Hammer #1
Distance 1200
100% projectile finisher
1s cast time
oder Ranger Longbow #1
1500 Range
20% projectile finisher
3/4s cast time
Life blast seems a little but underwhelming.
In my opinion there should be a few tweaks to make this skill more usable:
1. Make it 100% projectil finisher (not my favourite)
2. Reduce cast time to 3/4 and make it 20% projectile finisher (my favourite)
3. Additional make the pierce baseline…
What do u think?
Hi everybody,
now, that the release gets closer and the Team from ANet is giving us the possibility to chance things ingame by giving feedback after playing this next BWE, I would like to create this thread to give another option to take some influence of the items, that will be maybe introduced with HoT.
I think, there could be a few new runes to give uns Players more flexibility and a larger pool to choose from for our builds.
So, pls, all of u are asked to gove (serious pls) ideas for new runes or sigils, that you would like to see in HoT.
I’ll start with my first one. Ist a Rune for hybrid builds, whick kind of builds I love to play.
Rune of the Merciless
(1) +25 Power
(2) + 5% Cond-Duration
(3) +50 Power
(4) +10% Cond-Duration
(5) +100 Power
(6) +5% Cond-Duration, +125 Cond-Damage
Alternative for this, if this is maybe to strong, there could be for the Bonus #2, #6 and #4 instead of Condition-Duration:
(2) +15% Bleeding-Duration
(4) +15% Poison-Duration
(6) +15% Burning-Duration
(edited by Kydar Schattendolch.6879)
Ist the 2nd time now in two games that in my team theres one player, who doesn’t connect to the pvp game anf before start, he DC’s. Hes Online the whole game, u can whisper him, bit he didnt join the game.
Is there anything besides reporting (Abuse LFG tool in my opinion) you can do against this? In most cases a 4vs5 game is a lost game and ist not fun to lose with <20 Points cause of this and all ppl resign, cause its no fun.
Everytime i respawn (pvp) or change map, my Hero Panel is marked with a red ! in the UI (left top) but I have 100% learned with hero points…
Pls fix^^
(edited by Kydar Schattendolch.6879)
So hang in there, the news is coming!
I hope u’re right^^
Nothing up to now, only an info about emblem contest…
I hope, theres a teaser this week. I don’t expect anything next week cause of Gamescom…
This trait should be sth. like
- Call of the wild grants regenration (15s, same as other boons)
- Skills recharge 20% faster (as it is atm)
- Hunters Call blinds foes with inital and last hit, each for 3s
Also, Call of the Wild should be at least 2 might stacks baseline….but..its a dream i guess^^…cause in combination with blasting fire files this wouls be realy strong (6 might stacks with 1 skill)
I think honed Axes should effect axes in general…
My idea is sth. like this:
- Winters bite becomes ground targeted (as it is atm)
- All axe skills have -20% recharge (as it is atm)
- Axe 1 has a 33% chance to inflict bleeding (5s) on hit
- Gain 150 Ferocity when wielding an axe in the off-hand.
- Increase reflection-radius for whirling defence by 66% (150 new)
In my opinion this would be GM worse.
To a Dev,
can I pls get an information, how bad my mmr is?
Cause the last few days, I lost very many games…and most of them were really bad. The other team wiped the floors with our faces…and with time going on, this is really frustrating…
Sometimes I think, the matchmaking is really really bad….yesterday….2 games with 6 necros across the 2 teams…and the other team won, cause 4 of mine were zerging at close against 2 of the other….
Am I teamed up with those ppl cause my mmr is so bad or is it only bad luck?…
And before anyone of u want me to tell “l2p” or anything else….I dont think it’s only me…I play ranked for 2 years now and I know, what to do….but many others dont….or they seem to be only ingame for dailys….
Its no problen to lose 10 games in a row…but the to count the days, I won 10 Games in a row, i dont need 2 fingers for LOL….ok, maybe 100 is a high number, but I think you now, what I want to say…
Does anyone else mentiones something like this?
Traits
- Ambidexterity Condition dmg bonus is resetted after map chance. After retrait this trait, the bonus is given and also shown in the equpiment panel.
