Mains — Mathias of the Wood [Ranger]; Collaborator Bluatt [Engineer]
Alts — Necromancer, Warrior, Elementalist
Hey guys, I know a lot of people have been trying to figure out the elite specs for the thief and warrior, but I am really curious about the revenant’s spec. Just wondering what some of you all might think it will be?
My guess is a Demon Hunter or “Mist Hunter” sort of deal, seeing as the Revenant is a master of spirits, and so far the class seems rather close-ranged (even the staff). So for the elite spec it should make sense to give it something ranged like a shortbow, right?
What are your thoughts?
As was previously mentioned, Revenants are probably getting Glint. As to your point about the class being “rather close-ranged”, I don’t think that poses the issue that you think it does. Here are some reasons!
I think that shield will probably fulfill a good melee-control function that Revenant seems to be missing (blinds, stuns, dazes).
Just had this random thought pop in to my head: What if they don’t reveal the Revenant Elite Specialization before launch?
Anet seems pretty reluctant to reveal anything plot-wise that happens after the first chapter on Heart of Thorns (as evidenced by the restrictions on the beta weekends). If this includes what Rytlock experienced in the Mists, and that includes meeting the hero (Glint, probably) that winds up being the Revenant’s Elite Specialization, it would make sense that they wouldn’t reveal that Specialization to avoid plot spoilers.
Honestly, I’m ok with that. It would be cool to actually discover something, rather than have everything spoonfed to us before launch.
Yeah… that would probably be OP. I can pump out 12 burn stacks in a few seconds on my engineer… being able to double that would just be insane.
Option 1: Friends/family take advantage of down-scalling to help the new player level up and learn the game, which allows them to play together right from the start and will probably make levelling a bit quicker for the new player. (Especially if they use their 10 XP boosters.) (They can also use tomes from login rewards to speed it up.)
Option 2: The new player takes advantage of up-scalling to play WvW and PvP (‘end game’ content) at level 80 with friends/family, gaining XP faster in WvW and getting tomes from PvP. Importantly this would also include some of the HoT content since both game modes are getting new maps and mechanics in the expansion.
(Remember that new players can pre-purchase too, which will give them until the expansion comes out to level up. Since we don’t even have a release date yet it’s very likely they’ll have plenty of time to get one character to 80.)
Option 3: Neither of the above is an option. Friends/family are unwilling to play anything except HoT PvE content or to delay playing until the new player has caught up and will not be willing to play it again when they have. It’s unlikely this issue will be related to just this one instance – what if they want to do dungeons their friends have already done? Or want to experience the rest of PvE at some point in future? Therefore it would be beneficial for the new player to get used to playing solo and/or find other people to play with when their current friends are unwilling to participate.
Option 4: The new player is looking for a way to bypass existing PvE content because they have no interest in levelling/‘questing’ and don’t want to play WvW or PvP. In this case they should probably find another game. From what we’ve seen and heard HoT is not going to be dramatically different to what we’ve already got, so if they don’t enjoy what’s already there it’s unlikely they will enjoy HoT either and should save their money.
This. ^^
Also, Tomes are so freaking easy to get that you could probably get to 80 in a month or so with minimal effort (PvP tracks, Login Rewards, etc.)
Engineers perform relatively well in PvP and PvE. We’re also pretty strong in WvWvW,
Most importantly, Engineer is fun to play. I honestly don’t care if a class is even in the current Meta or not, given that it only really applies to the top players anyways. If you have fun, then stick with it.
They’re removing guard stacks so don’t factor that in.
I was under the impression that they weren’t going to remove them, but instead make it so that it takes less time to invest in them fully (as in, decreasing the number of points needed to max them out)
Nope.
“Due to granting the powerful Applied Fortitude and Applied Strength effects, the Defense Against Guards and Guard Killer lines needed to be extremely expensive, but that meant players often felt obligated to spend their first 230 points on these lines before they could begin branching out into other ability lines… This drove our decision to shorten the Guard Killer and Defense Against Guards lines to five, removing Applied Strength and Applied Fortitude.”
https://www.guildwars2.com/en/news/upgrading-world-vs-world-upgrades/
Huh. Alright. Probably not the worst thing, anyway. Keeps WvW somewhat more balanced (not that that is much of a thing in that game mode)
Aww come on! The asymmetry is what makes it fun!
Here’s my Ranger. Looking for more weapon options that go, so I’m shoehorned into Bandit skins for now.
Kasmeer and Marjory are just shoehorned lesbians that constantly flaunt the fact that they are together in our face
I know some people don’t understand language and subtext but I’ll explain why this is not a nice way of expressing yourself.
“in our face” is a phrase linked with “rubbing dirt/kitten in our face”, when you use this about being shown a lesbian couple it creates the notion that their relationship or all lesbian relationships are something awful being inflicted on you.
You might not mean that (or you might) but this language is what stirs up resentment and offense, you’re using provocative language.
In truth Kasmeer has a very interesting backstory and has a character arc through the living story.
Aristocratic family destroyed by her brother – unsure of her place in the world – meeting Marjory – discovering she has unique talents – dealing with the nightmare tower’s effects – strength from vengence charging Scarlet – Anise (fellow Mesmer) helping her get back to court (which implies there is a coven of Mesmers in great position to help one another in DR) – how to help a loved one who has suffered a loss and feeling helpless – feeling like a valued member of DE 2.0.
She’s a lot more than just a lesbian.
Not going to lie, for a lot of folks depicting lesbians (or gay people more generally) merely as people that exist amounts to “shoving it in their faces.” That’s sad and definitely says more about them than about the content.
I don’t know as if you need that much vit, granted you are a necro (I run NO vitality on my gear and still have 20k health).
I’m currently running Zealot’s/Knight’s and it’s working quite well in PvE—I’m sure it would work reasonably well for a reaper as well.
Honestly, it might be cooler to run GS with my set-up than my currently-equipped dagger/warhorn.
im pretty sure bombs are supposed to work in reverse of standard melee… essentially your attacking backwards rather than forwards when moving around, very strong when running, terrible at chasing.
however there is a major flaw with the bomb kit trait, that 0.5 detonation only makes bombs slightly better at close up brawling with another melee while making them weaker at running with… perhaps an unforseen “negative” in a trait…
It’s definitely a trade-off, but I (when I run explosives, which I currently do not) always pick the “deal more damage to foes with vuln” trait. Seems like a no-brainer for me seeing as how common that condition is now.
Umm… No.
No thanks.These are “legends” we’re talking about here. Not people that died within a year’s span.
Compared to the legends already part of the Rev, Scarlett has left little to no impact on history. She also has no nostalgic value, something the Rev was marketed for.Furthermore, she’s just annoying as hell…
I don’t think that we should get her as a legend (don’t get me wrong), but she definitely has had an impact on history… I mean, she kind of prematurely woke up Mordremoth…
My human engineer Laelyii. One of my 15 characters.
Wears a gas mask to guard against harmful substances; leaves most of her skin exposed.
/trolling
I just wish that crafting ascended wasn’t such a pain in the butt. At least take the timer off of crafting the mats.
I use Plague, mostly for the blindspam
I didn’t read through the whole thread (Aint nobody got time for that!), but my thought is that you can achieve a some decent burst with Necro, but LifeForce is an attrition mechanic, not a burst mechanic.
Yes, the skills are powerful, but it’s a second health bar at its core (one that you can now heal behind). Essentially, it’s a way to improve a Necromancer’s staying power in a fight.
If you think that Life Force is a burst mechanic, you’re doing something wrong…
If you really came here looking for discussion maybe you should actually read the discussion that’s happened so far.
If you just came here to tell people who know better than you that they’re doing stuff wrong, maybe you should consider
1: You can always dump lifeforce faster than you can generate it. Otherwise you would always be at 100%
2: LF is thus a resource you pay more and more to have less and less of over time. Why the kitten would you call this an attrition mechanic.
Like seriously getting really kittening tired of people saying that all defensive tools are attrition mechanics. They’re not even remotely related. Compare LF as a defensive tool to active healing on elementalist. They start of with super low HP but generate huge amounts over time the longer the fight goes. That’s a real attrition mechanic.
But… you don’t “dump” life force. In fact, none of the skills in Death Shroud use life force (I checked). More importantly, name one burst skill in Death Shroud. The one I can think of that can accurately be described as a high-damage burst skill is the auto attack, which, for me in Exotic equipment with 25 bloodlust stacks and 25 might stacks crits for about 4.3k (though I don’t build for ferocity; coincidentally, it is also what DS4 winds up dealing per target). Other than that, DS has a low-damage control and gap closer (DS2), a fear (DS3), and damaging condition application (DS5).
Here is how I used Death Shroud to great effect (I run a dps/aoe support hybrid build) just yesterday.
I was able to keep the Legendary Husk’s attention for almost the entire fight without retreating with no ascended gear and minimal external support (I don’t even think I had the Elementalist passive heal on me for the whole duration).
It was an exercise in attrition. I outlasted a beefy opponent without having to withdraw while I (and about a half dozen other people) whittled down his health. Death Shroud made that possible. (That being said, my Engineer also has incredible staying power, but through entirely different mechanics)
in Guild Wars 2: Heart of Thorns
Posted by: MattyP.6954
Before I start writing this I must say that the question is directed to ANet.
The new expansion frankly leaves a bitter taste in my mouth. Meanwhile I can afford to buy it and prepurchase and probably will do soon I want to explain some things and ask some questions. The GW2 base game price was: 50 usd/ 60usd/ 80usd. The GW2 plus HoT is now 45 eur/ 75 eur/ 100eur. Providing the fact that there are a tremendous amount of players that bought the game at the before mentioned prices I totally disagree with the marketing strategy that you adopted and I will explain why. A veteran who really loves GW and played probably through the whole series has to take out of his pocket another at least 45 eur for expansion pack, a player that has been loyal to you since a long long time and which seems now you don’t give a kitten about. Yet the new players that pay 45 eur will have access to content valued at 90 eur if we do a simple math and ofc scale it with the Deluxe, Ultimate, OP edition or w/e.
In addition to this both the old and the new player wouldn’t be available to have this really basic things:
1. Showing up his own name tag on the HUD (really ANet? Sorry but I’m a programmer and I know for sure that this is not a big deal.)
2. Dueling system that should have been available for ages.
3. More dungeon content.
4. A bit of a revamp of the drops since it takes literally ages to build a legendary.
5. More variety in build development.And the list can still go on but I want to point out basic features only. Now to wrap it up:
Why do we have this expansion and this outrageous marketing strategy and no listening to what players do actually want?
I didn’t read through the whole thread (Aint nobody got time for that!), but my thought is that you can achieve a some decent burst with Necro, but LifeForce is an attrition mechanic, not a burst mechanic.
Yes, the skills are powerful, but it’s a second health bar at its core (one that you can now heal behind). Essentially, it’s a way to improve a Necromancer’s staying power in a fight.
If you think that Life Force is a burst mechanic, you’re doing something wrong…
I’m disappointed that I don’t have a new elite spec reveal, but this is also a good thing. I might actually save my credit card info…
While fixing toughness scaling is quite necessary, IMHO, I have been having a lot of success (and survivability) using our traits. There is a ton of QoL in our Alchemy and Inventions lines
This build is primarily used for Silverwastes and WvWvW. I can stay in the thick of the damage for quite a while before I have to heal or peel off. On the Morderm Husk Copper fight, I can stick on him and usually not fall below 50% health.
Also, it’s not a bunker build! I can put out a ton of condi.
I only ever really used turrets to cheese pvp. (Setting up a thumper→rocket turret→net turret stun lock was hilarious…and still is if you can pull it off).
However, I am having so, so much fun with my HGH Flametank build in the Silverwastes and WvWvW, so…. maybe adapt?
I’m thinking of trying out a lulz trapper for WvWvW, but my main deterrent is having to actually craft Sinister Gear.
(If I do it, it’ll be riffing massively on WoodenPotatoes trapper build)
1.) My point, at least, has nothing to do with “Out of Combat,” just that Eles and Engineers aren’t entitled to this any more than any other professions. It’s a QoL improvement that, if applied to any class, should be applied to all classes.
2.) Yes, I main Engineer and also play Elementalist, but I don’t see a problem with what you are describing. Yes, an Ele playing D/D has no ranged options (except for gap closers on Fire and Air attunements), but they have access to some of the most potent mobility and survival tools in the game through that weapon set.
It’s called Balance. D/D Elementalists sacrifice range so that they can be some of the stickiest, toughest short range opponents in the game (especially when running cantrips). Likewise, Staff Elementalists have some of the best ranged AoE and support in the game at a cost of having few weapon-based ways to deal with opponents in close range (even though they have a couple of strong ones). That is why you can’t pick a ranged option and a close range option (except, you know, you can go D/F or S/D)—because the class, when it goes Staff or D/D, specializes so effectively at either long range AoE or short range.
When you pick your weapons/gear, you pick, in essence, what tools you have access to in combat. This is true of all professions, so if you want a QoL improvement in the way of quick-access alternative gear sets, all professions should get access to it.
1) I would love it for ALL the clases ofc, but from the 3 classes that I play mostly (Ele, Necro & Warrior) Ele is the only one who NEEDS to go trough inventory OOC to play some PvE content without option or being FAAAAAR more useless.
2) Read the part 1) (you know, the 25 “Out of Combat” thing) before invoking the “balance” bullkittenPS for jheryn.8390: What you feel is your opinion and while I respect it you certainly cant speak for me or others unless they say so. So it isnt a hassle…. for you.
Yes, you were complaining that Eles that run D/D have no access to ranged abilities, and said that it wasn’t fair. That’s a balance consideration, whether you want to admit it or not.
You also said that you need to switch out weapons in PvE in order to not be useless (which isn’t even true, but regardless). That’s also a balance consideration.
This is actually comical seeing people arguing against in combat weapon swap while the OP clearly stated…in the first sentence…OOC aka OUT OF COMBAT. Not sure if people are trolling or just reading half of the title and not the body.
I agree that this would be nice and would accomplish 2 major things.
1. Having to constantly switch to your inventory and equip the items manually. Takes a few seconds but if you go from a staff to scepter/focus you are also managing where you keep your items. I manually move stuff to a slot in my invisible pack every time I switch.
2. Safeguards from accidental “anything”. If they’re “equipped” in your hero panel then you can’t destroy, salvage, etc. Also gives 1-2 pack slots back.
Easiest solution would be to disable the weapon swap function during combat for these 2 professions.
Easiest for whom? They would have to code a weapon swap to Engineer and Elementalist, then they have to create additional code to lock that out of combat. It would be easier to have a gear template system, as was proposed earlier, that applies to all professions.
Keep in mind that this is solving something that isn’t actually a problem.
I like the Armor of the Koda for my Ranger (it has one sleeve though, so compromise?).
The total set is a combination of Koda and Falconer (human racial T2)
Also, fun fact: The Armor of the Koda set is one of the few armor sets that, when they only provide armor for the right arm or the left arm, provides it on the left arm. That’s actually more realistic for the right handed, considering most fighting styles would put your right side away from the enemy.
As I can see it, they probably won’t give us a release date less than a month away from the game release. If they manage to reveal one specialization per week for the next 5 weeks—Hey, anything’s possible
—and announce the date on August 8th, that would allow for a release on Tuesday, September 8th (Tuesday being the day of the week that they normally release new content).
It’s optimistic, but I think it makes sense.
I could get behind that.
Edit: I fixed a couple of instances where I wrote “data” instead of date (which I almost did again). Working in Information Management as fried my brain…
I disagree.
Engineers have several kits to change into, elementalists have several attunements to change into, I don’t see the need for a weapon swap, especially if it will not be available for PvP. Even if for convenience, the fact these two professions cannot weapon swap is part of their mechanics.
The ele has attunements is a weak argument.
Every other class can easily change between melee and ranged combat. A dagger ele
can’t … no attunement would help him do that.
That sounds like a personal problem. When you went D/D (which I assume is what you meant by “dagger ele”), you chose not to have any weapon-based ranged attacks. However, you could have picked a ranged option by going Scepter/Dagger or Dagger/Focus.
1) Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.Out Of Combat.
2) If you don’t understand the hassle of going thought the inventory picture yourself this: now, when you are out of combat in your warrior, thief or whatever you cant change weapons unless you go thought the inventory. + You cant select in combat mode range & melee weapons at the same time. You now understand an ele.
1.) My point, at least, has nothing to do with “Out of Combat,” just that Eles and Engineers aren’t entitled to this any more than any other professions. It’s a QoL improvement that, if applied to any class, should be applied to all classes.
2.) Yes, I main Engineer and also play Elementalist, but I don’t see a problem with what you are describing. Yes, an Ele playing D/D has no ranged options (except for gap closers on Fire and Air attunements), but they have access to some of the most potent mobility and survival tools in the game through that weapon set.
It’s called Balance. D/D Elementalists sacrifice range so that they can be some of the stickiest, toughest short range opponents in the game (especially when running cantrips). Likewise, Staff Elementalists have some of the best ranged AoE and support in the game at a cost of having few weapon-based ways to deal with opponents in close range (even though they have a couple of strong ones). That is why you can’t pick a ranged option and a close range option (except, you know, you can go D/F or S/D)—because the class, when it goes Staff or D/D, specializes so effectively at either long range AoE or short range.
When you pick your weapons/gear, you pick, in essence, what tools you have access to in combat. This is true of all professions, so if you want a QoL improvement in the way of quick-access alternative gear sets, all professions should get access to it.
I like the speculation that the utilities may be kits to compensate for weapons not in the game. Berserker greataxe, land spear, etc.
With all of the weapons Warrior has access to, they certainly don’t need kits. As for what skills they’ll get, my bet is either on Traps or Survival.
DPS is not everything, I think there are too many people who think this is the be all and end all but it is not… as pointed out you do not have to play as a Necro.
As for holding ppl back and not giving any (wanted) support, that is down to the particular group you are playing with and their personalities. If you enjoy playing a particular way and it achieves the goals you set yourself it should not matter what others think.
Personally, I think Elitist criticism of (or prejudice against) other players (be it build, kit, or anything else) should be considered a reportable offence with the potential of repeat offenders being banned.
I agreed with everything but the last paragraph. Every game has elitist kittens, and this one is no different.
That being said, if HoT does what I think it will, support builds will become much more desired in PvE Content. Could you imagine a 5-man instance that actually punished stacking with intelligent mobs that didn’t sit in AoE? That might actually be fun!
If you somehow think this post is supposed to say that necro is useful then I don’t think we can help you as you fundamentally misunderstand how GW2 combat works.
Yeah, I mean what use do hitpoints, revives, light fields, and area of effect debuffing have in this game? Everyone knows that Vulnerability doesn’t increase your damage and everyone has an unlimited supply of HP
/snark
The fact that four specialisations don’t have the same weapon doesn’t change the chances of other professions possibly getting the same weapon. It’s just a pattern.
Thank you for knowing basic probability theory.
Ok I need to get some facts straight quickly for some necro fans over here :
- Necro is NOT at the bottom of the DPS scale for dungeon speed clearing. Damage is actually on par with rangers and lower than warriors.
- Necro is not appreciated because what they bring to a group (boon control, vuln and condi cleanse) is done better by other classes.
- The reaper GS can hit while you move and has a chill on 3rd AA chain. I fail to see why hitting moving targets is impossible
- As other said, the numbers are not final and betas will help the dev adjust them
- If you look beyond the speed clear meta which is a niche activity that is practiced by a tiny minority of players, you’ll realise that a necro has lots of strengths and is very enjoyable to play (e.g : the necro are extremely efficient in the silverwastes).
Can the necro community stop having this inferiority complex that is unjustified and boring in the long run.
- I’d love to see your numbers on this
- not only is it done better it is also not needed in PvE. the one thing we do very well is transfer conditions and strip boons. Well enemies apply 10s boons every 5s while out boon strips have 50s CDs… worthless. Enemies purge conditions almost continuously while our transfers have long CD’s.
- clearly you’ve never tried to catch someone with a Necro. We have 0 mobility. A thief/mesmer/warrior/ele/ranger could be halfway across a map before we even ran a single body length, good luck landing a melee chill with a slow swinging attack lol
- being fun to play has pretty much nothing to do with this discussion. platformers are fun to play too and you do 0 damage in them.We offer no finishers, no helpful fields, our new team support gives a wonderful 30 damage/healing per attack… and when we cause our team to fail due to lack of support and damage we can at least teleport their bodies onto us to show them we are the most likely reason they died.
I run a frontline dps/support hybrid necro in the Silverwastes (the only PvE I do outside of the occasional world boss) and WvWvW, and I am really, really effective in groups. Consider, if you will, the following:
Necro is far from useless in PvE and WvWvW, and can provide plenty of support as is.
Honestly though, I don’t really care about the top tier meta or Dungeon Speed Clearing. Necromancer is fun for me, so I play it. If it’s not fun for you, then there’s plenty of other classes.
I’m just asking for the minimum that already is in the game: 2 selectable sets in the equipment panel.
No, it’s not already in the game. You’re asking for item slots to be added to hero panel for items that are not accessible during combat. That does not exist for any profession in the game at this point.
Essentially, the second set of weapons that exist for the other professions on their hero panel is their alternate weapon skill bar, which they can freely swap between out of combat and swap between with a cooldown during combat. Engineers and Elementalists can already switch between their alternate weapon skill bars at will (Engineers can equip their kits and Elementalists can swap attunements—though Elementalist attunements are subject to a cooldown OOC).
What is already in the game is a skill management system that exists across all professions based on the number and type of skills that they can access during combat. No profession currently has a system by which they can swap between different weapon setups OOC without using the Hero Panel or inventory, and every issue that a Staff Elementalist that wants to switch to D/D or a Rifle Engineer that wants to switch to P/S runs into is also experienced by a HamBow Warrior that wants to switch to ShoutBow or a LB/GS Power Ranger that wants to switch to LB/Sword Warhorn.
There is nothing unfair about how the system is set up now, and all you are asking for is special treatment for Engineers and Elementalists.
Like I said before: If you want a system whereby all players (across all Professions) can store a secondary equipment set for easy equipping OOC, I would be all for that in theory (but, as has been mentioned before, the developers have more important things on their plates that I would rather them work on).
Rather, you are asking for a new inventory management mechanic that could only be used by two professions—even though it would be equally beneficial to all.
I just can’t get behind that.
Since as a main ele I got a lame warhorn, I wish with my vengeful heart that you get a torch.
/madlaugh
I’d like to hear your complaints on warhorn.
Mostly because I am too tied on aesthectics and playstile :\
I know the skills functionalitys and damage/cleanse numbers are great. I just hate my wizard esteriotype blowing a horn around (Also, I’ve been searching for a good loking warhorn to maaaybe makes me a little less sad, but there are not a single good looking one :\ ).
I actually like the Inquest Warhorn (which i use on my Warrior) and the Ceremonial Warhorn (which I use on my Necro).
I think mainhand pistol. They seem to be pulling elite specialization weapons out of NPC weapon sets occasionally (we’ve already seen necromancers with great swords, after all), and here we have an obvious warrior (with Vigil heavy armor) with a Pistol Mainhand/Shield Offhand in Warmaster Gritblade.
(sorry for the small picture, pulled it off of google just now)
Honestly, I was kind of hoping for torch (a torch that actually did cool things, specifically), but I think Pistol is going to be what we get.
This makes me sad, it means none of them are truly getting new weapons, it’s just a gimmick for the specializations, I guess to make them more attractive, get more people who would otherwise ignore it to use it.
Says a lot about your new spec if you need to trap people into it to play with the new weapon.
Frankly, I don’t think it goes far enough. I think, to differentiate the elite specs from the professions, it might be cool to have them lose access to a trait line and weapon set. Like a dragon hunter no longer being able to use staff. It probably wouldn’t work, but it would differentiate elites way more.
I got that function in all my characters except Engie and Ele. Is right down in the Equipment panel. I can assign signets and drag and drop weapons in the sets as I please, much more comfortably than in the inventary.
Do you don’t have that function in your 2 weapon chars? Ill call Anet support, because it must be a bug.
You can’t do that with the weapons you access in combat on your Engineer or Elementalist? I’d call support if I were you, because all characters are supposed to be able to equip the weapons they use in combat using the equipment screen.
It looks like they will be restricted to the Elite Specs. The Adept Minor for Reaper allows for Greatsword use.
It is a OOC QoL improvement. Yes, please, give us the second weapon specific space like the other proffesion already have.
….but they don’t.
They have the weapons they have access to in combat easily available. You’re asking for a new mechanic to make it easier for certain professions to equip items out of their inventory. It doesn’t make sense to give that functionality to some professions and not others.
If you are proposing ANet give all professions the ability to store alternate gear sets somewhere outside of their inventory for easy access, that makes sense (though it’s unnecessary); if you are proposing that only Engineers and Elementalists get that system because you don’t like how their weapons work, then that’s just silly.
This is a faulty comparison.
Sword is Revenant’s only pure dps weapon. Conversely, Sword is a utility weapon for Ranger (two dodges, two cripples, and a gap close). Comparing the dps from the two just doesn’t make sense. If you wanted a more fair comparison, go for Ranger Longbow vs Revenant Sword and adjust for range.
Do I think that Ranger Sword needs some work? Yeah, it’s wonky as all hell. That doesn’t mean that this comparison makes any sense or that you can compare two classes on one weapon alone.
You are so hideously ignorant.
Ranger 1h sword outputs more DPS than the longbow. Please people, have the decency to look up the math posted in these forums already for a good while before making such obviously false claims as this one.
Longbow is not a pure damage weapon anymore than the 1h sword is. The longbow has a knockback, an aoe cripple, and stealth for stealth stomps or survival. In fact, camping your longbow is a safer route in most PvE formats over going into melee range with 1h sword, which is an inferior melee option compared to other classes’ melee options.
BURST=/= DPS
Ok, does Revenant Main-Hand Sword provide any dodges or cripples? It seems to be almost entirely dps (with the exception of a chill and a blink).
Also, did you adjust for Longbow range?
(edited by MattyP.6954)
Have the critics even played an engi or ele? Especially Ele? (at least engi has ranged kits) When Ele uses D/D for instance, they have no range. Swapping to air or earth doesn’t suddenly give them a 1200 range weapon. In PvE at least you HAVE to range some bosses. Its a rather clunky and bad design and should be fixed with HoT.
Summons barely function beyond using one or two skills. There is sort of lightning hammer (altho that’s melee anyway, used for AA.) No one summons a frost bow for instance and uses its AA. (no good eles..)Either 1. give eles out of combat weapon swap or
2. take off charges on summoned weapons and lower CDs (10-20sec) So they work like engis and are at least on par with them
You have out of combat weapon swapping.
Also keep in mind that the OP is referring to weapon swaps outside of combat.
…but that already exists, and every class has it. It’s called the Hero Panel. There is literally nothing stopping Elementalists or Engineers from switching weapons out of combat.
The OP’s request is redundant bordering on nonsensical.
They’re calling for the ability to do that out of combat the same way that other classes can do out of combat. They don’t want to have to go through the menu. Think about if Anet disabled the weapon swap key while out of combat. How would you feel by having to go into the hero menu?
I’m not arguing for or against it but you have to see where they’re coming from.
I main Engineer, and this has literally never crossed my mind. I’m picturing these people managing their inventories, and all I can picture is the people who are incapable of putting tupperware in a cabinet without it exploding everywhere in silly infomercials.
I mean, if a Warrior in WvWvW wants to switch from GS/Hammer to Hambow, then they have to perform this exact maneuver.
Now, if you wanted all professions to have the ability to save gear sets somewhere out of their inventory for easy equipping, I would be all for it. But I don’t think that Engineers and Elementalists (seeing as how they literally have access to the highest number of weapon skills in combat) need—or even deserve—to have a special mechanic added to the game just for them because some players can’t equip an item out of their inventory without dying.
Correct. /15charactersbaby
Already sold by accident 2 daggers worth 150g each for some lousy silver because there is no weapon swap and they got in the wrong bag. Currently we can already change weapons, so it wouldn’t change anything, it would just make it more friendly than having to scroll at the end of your bag and getting attacked by a stealted thief with just 1 of your daggers equipped.
That sounds like a personal problem.
Also, there is a buy back option—so you can rebuy the daggers you sold for “some lousy silver.”
I’m amazed at how many people don’t understand what the OP is asking for.
I shouldn’t be though, it’s the same thing we’ve been asking for since the game launched almost 3 years ago.
We aren’t asking for in combat swapping
We understand why that wouldn’t work.We don’t want to have to go into inventory and manage weapons manually when OUT OF COMBAT
It’s a massive pain.
We just want an easily accessible second set of weapons without having to dig through inventory.
Also note the other classes get to not only swap in combat their second set doesn’t take up inventory space and keeps it safe from accidents
We’d kind of like that courtesy as well.Out Of Combat.
I can’t say that enough times.Out Of Combat weapon swap adds exactly ZERO more skills when in combat.
ZERO.
ZILCH.
NONE./rant
Nothing is stopping you from doing that now.
Also keep in mind that the OP is referring to weapon swaps outside of combat.
…but that already exists, and every class has it. It’s called the Hero Panel. There is literally nothing stopping Elementalists or Engineers from switching weapons out of combat.
The OP’s request is redundant bordering on nonsensical.
We have weapon swap out of combat. We go in to our Hero Panel and equip a new weapon whenever we’re out of combat.
I’m been playing a Power Ranger in PvP and WvWvW roaming (except this week… stupid golems…), and I got a huge buff from the patch.
Now I can remove 8 conditions on demand.
Now my pets blind and taunt in an area of effect when I use their F2.
Huge buffs to my control and survivability, and I couldn’t be happier.
I run a more survival-oriented build in WvWvW, so you’re not going to be as… ugh… survivable with your current setup. What I see you are lacking is a stun break and condition cleanse (unless you run bear).
Here is what I run for comparison: http://gw2skills.net/editor/?vNAQJATRjEqQLLWyCOsAVLGyDqNAKg1uT4g4I+pfJe+CW1A-TVCFwAA3fAxRAAwFA4qSQkKzE8IAQp+TSlGZ0FAA-w
You’ll probably do more damage than me if you are able to continue fighting unmolested, but I can see you getting wrecked by a medi-guard with a hammer or an engi that catches you.
Also, your pet can provide lots of CC if properly traited.
in Guild Wars 2: Heart of Thorns
Posted by: MattyP.6954
I don’t really care about the Beta Weekend Events, but I will be making a Norn Revenant (their link to the Mists in the lore… hello!) when HoT launches.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.