[TLA] Desolation (EU)
[TLA] Desolation (EU)
TU gets you to 75%
[TLA] Desolation (EU)
First impressions. TU applies hefty amount of Astral force which is great! Also leaving CAF consumes all leftover Astral force. No CD on CAF. Staff 3 has Blast finisher, which combos well with Smokescale F2. Natural Convergence roots
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(edited by My Sweet Lily.1952)
Ok now thanks!
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I can make a character in a beta slot but not a Revenant, so I don’t think it’s properly live.
It actually places you on a regular char slot creation.
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Lies
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‘’final Beta Weekend Event will be taking place starting at noon Pacific Time (UTC-7) on Friday, October 2, and running until midnight Pacific Time (UTC-7) on Sunday, October 4.’’
It doesn’t say 7:00AM UTC on Sunday. It only states midnight Pacific Time on Sunday, which means 7:00 AM UTC on Monday. There’s no extra day.
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And of course, you can still dodge while Dazed so what if your foe dodges, leaving you there to spam 1 heals.
- only a concern in pvp
- Ancient Seeds auto-entangles dazed foes every 10s
- Dodging works on kitten everything anyway
- you can spam more daze than they have dodge though
-True.
-No, you need to hit the dazed foe to entangle them. So Lunar Impact into Natural Convergence will trigger Ancient Seeds.
-Doesn’t make it less of a problem.
-You can, but it leaves you for 10 seconds to eat their dmg (they dodge first and second Lunar Impact and you land the third).
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Lunar Impact does simply too much compared to other skills. Plus that blast finisher right next to Tidal Surge that is also a water field… Just give it 10k heal…
The water field doesn’t seem to last that long to give you time to blast the field. The field looked like it lasted only for the channel of the skill in the stream. The devs even commented of its ‘’huge visuality’’ so your allies can combo off it.
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Does Daze duration stack? I thought it worked so that it just overrides the last one, so if Astral form did last 15 seconds, and you landed that last Lunar Impact resulting in 15s+6s(+3s)=21(24)s daze.
Do we know that leaving CAF triggers Primal Echoes? Does leaving Death Shroud trigger sigils? Both triggers seem to need actual weapon swapping.
And of course, you can still dodge while Dazed so what if your foe dodges, leaving you there to spam 1 heals.
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I used it to get greater Resistance uptimes from Mallyx as well as Might duration on Unrelenting Assault.
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PvP dps build:
http://gw2skills.net/editor/?vNAQJAWTnEqAlsitsAOsAEtilMBD+muTHqPTuI3jrJZFAOAjYM-TpBFABCcIAEvMgc7PswFAIhHAAAHBAA
(Other pet will be Wolf or Smokescale)
I’ll try this with LB/GS too and play around with the traits as well (NM vs WS). Also going to see what works best, Glyph of Tides vs Equality and Unity vs Entangle.
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The T2 is glowless on medium armor or if it does have glow, you’re just using too dark dyes for them to show. T1 and T3 on medium armor definitely glow.
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Actually if I recall correctly, having 700 condition dmg post-patch of 23rd equaled to having 0 condition dmg pre-patch, so in a way we always had it. Implementing the condition dmg now was only to bring it back to where it was.
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Targeted. Also note that using any command, such as F skills or other shouts remove the effects of Sic ‘Em from the pet. For example use Jaguar F2 stealth first, then Sic ’Em if you don’t want to lose the extra dmg boost.
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A teleport type skill with a blast finisher on it as well as a pet with smoke field, that would be a great Maul setup, since its so easily telegraphed. More pets in general, ones with CC then some more immobilise when we daze or interrupt, for MoC synergy. Then we need some more skills, straight up, like support skills that help a groups sustain, but we don’t want those on a weapon skill, I want to be able to run duel melee still. Very much need some on-demand condition removal, tied to skills like Wilderness Knowledge, but I’m not sure what ones. More condition resilience basically and more sustain in general. Since everyone else is getting projectile hate, we may as well get some also. More mobility that is not tied to swiftness, we have a lot of access to it, but certain builds do not and they would be great with some increased passive movement speed.
’Bout all I can think of right now.
We have a winner!
i’m not sure there’s much they could do with pet ai other than make them faster, presumably they already use the same ai as the npcs.
They just need to increase pet base movement speed by 20%, so they are faster than a player when neither have boosts. Then increase the range on all AA’s to 250. Then they would be fine.
I’d like to say that I can’t see why improving overall Pet AI would be that bad even if they share it with normal mobs. People have been asking for more ’’challenging’’ PvE mobs for a long time.
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You need to copy/paste this into the thread for it on the ranger subforum. Give the devs more chances to see it.
Rangers don’t have a dev that supports us. Better it is here at least than it has a chance to get noticed.
We got Irenio and on the Ranger forums we got several red posts from other Devs too.
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I always thought all the shouts having a clear role, except Guard.
Sic ’Em=dps
SnR=support
Protect Me=defense
So where does Guard fit in?
In my opinion it should take the role of CC. It should punish foes that enter the area guarded by the pet. Maybe add a stun to the pets first attack while guarding. I wouldn’t oppose a CD increase in favor of a stun.
Also in a game with high mobility combat Guard feels lacking. You don’t really want to lock your pet in to a single location. Increasing the radius could help with this problem. I can’t come up with anything better at the moment (just woke up heh).
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It’s just a thought if you want that group support, which I assume you do as you didn’t pick BM over NM. Otherwise Signet of the Wild is the obvious choice for dps like you mentioned.
Nature Magic provided better DPS than BM in organized parties ever since it was implemented.
Signet of the Wild is better for Burst. Not for DPS
/Maths
Oh cool, I never knew that. BM always seemed like it would out-dps NM. I haven’t been following the PvE meta for a while now and your posts do make your build look more attractive than I originally thought.
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(edited by My Sweet Lily.1952)
Disappointing, but it was expected. Rangers can’t have nice things. Well, at least Irenio tried to help us but the other devs went ‘NOPE!’. Meanwhile Roy at Rev forums…
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What 3 Specializations your most hyped for?
in Guild Wars 2: Heart of Thorns
Posted by: My Sweet Lily.1952
1. Druid
2. Herald
3. Chronomancer
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Yeah get the cats, people shouldn’t advice you to go Bearbow as we don’t need any more of those.
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I think any party can reach 25 vuln without problems, so maybe opt for Sun Spirit? That burn is added dmg too while providing occasional vigor (no need for vigorous training) for the Bountiful Hunter.
It’s just a thought if you want that group support, which I assume you do as you didn’t pick BM over NM. Otherwise Signet of the Wild is the obvious choice for dps like you mentioned.
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Cool patch, especially Warhorn/Clarion Bond changes and WHaO is total boon copy, not a fixed amount and duration like some people speculated. 16s quickness is great
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No F2 works
Edit: F2 works if you hold the key down :I
Edit2: This is weird, now it works on the second cast of F2
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(edited by My Sweet Lily.1952)
The blind spam is awesome though :P
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Skill points became Spirit Shards if I recall correctly. Also remember that the whole Hero Point cost unlocks new runes, sigils and the unique gear.
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I’m lovin’ it
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The outfit will go ‘’on top’’ of your armor. Technically, you still wear your armor, but have the outfit to replace the skin on your armor. You will not lose any skins on your armor, as the outfit is just a toggle on and off. Remember though that outfits are single pieces, so you can’t just get one for the gloves or pants. Only part that can be separated on an outfit is the helmet, which you can toggle hide like normal headgear.
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Another optimistic player here. The direction Irenio has been taking the Ranger is definitely positive. I can honestly say I did expect Druid to be something like Aquaman-patch v.2 but you proved me wrong and I’m so glad you did. The upcoming changes shed light for a brighter future.
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Happy
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adding some little dmg on healing skills (like celestial avatar ones etc.) would solve problem with rewarding players that wants to play support in wvw.
What exactly is that going to do?? if you spec support, your damage is gonna be subpar. Thats how its supposed to be.
Now if you want to reward support druids in WvW… then you need to give them more tagging abilities… right now they don’t have a whole lot to go on in terms of tagging.
Well assuming you are in a party, minor damage will do to tag foes.
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Alright pre-beta feedback/suggestions:
1. Staff stance, please give us the stance all ranged staffs use, instead of the hammer stance.
2. Pet synergy skill for Staff and possibly CAF is needed. On Staff I’d place it on skill 3, making the pets next attack a 600 range port next to the target. This would fit with the mobility aspect of the skill.
3. Make the Staff 3 a teleport. This would help us fill the role Thief/Mesmer currently occupy in PvP.
4. “Offensive support aspect” for CAF 2 could be 2-3s poison.
5. Offensive support for CAF 4 could be in the form of Pet synergy, making the pets next attack inflict Chill. That I think would fit with the water aspect of the skill.
6. Glyph range seems low but we need to see that in live for better judgement.
Irenio you’ve done great work with the Druid and I can’t wait for friday to test it out!
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http://gw2skills.net/editor/?vNAQJATxiEqYLL4wChMh6n8I/x7kNAOgBcA-TpBFABCcBAEvMQN7PswhAIhjAAAPAAA
Glyphs of the Tides and Unity.
Druidic Clarity – Natural Stride – Ancient Seeds
Electric Wyvern as second pet
For PvP
DPS/Support
Implementing the Druid into the Ranger Meta build
I will be playing around with this first, then testing if I can fit Staff in place of LB or GS (just to test). Maybe take Verdant Etching instead of Natural Stride but take Traveler runes to cover for mobility. Or see if taking Nature Magic instead of Wilderness Survival will make much difference. There’s definitely room to play with and I’ll be trying to find the best combination that works for me.
There’s no info if we can enter the Celestial form without full Astral Force bar but in my opinion the F5 is a great addition to teamfights. Popping in it, activating Unity and spamming those heals for full HP for the team, after which resuming pew pewing the foes.
Edit: totally forgot the Smokescale! So that instead of Owl in the build.
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(edited by My Sweet Lily.1952)
I can definitely see Electric Wyvern compete with the Wolf as go-to CC pet. Both have cripple attack and hard CC on their own skill set + F2 hard CC. Wyvern might have the better F2 ability as the charge doesn’t have as big animation tell as the Wolf howl that’s easy to dodge. Changing the F2 in to a swooping ability would make the knockdown pretty noticeable and easier to dodge, so I’m against changing the animation. Sure it would be a lot cooler but less practical.
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the celestial avatar is a cool mechanic that buffs the profession all around, and goes great with the theme of the druid.
am i disappointed we didn’t get aspects, and various pet buffs? yes. but in all fairness, aspects should go under the Beastmaster specialization, and a few condi pets will be useful.
I’ve no idea what they based this elite on, but it sure aint druids. I think one of the devs spent too much time in the Mind, body, spirit section of a particularly bad, woo-shop.
i don’t agree. depending on what lore/history youre drawing from, druids aren’t just connected to the physical nature lol. they are also connected to the universe, and various natural energies and rhythms. the moon, tides and celestial bodies being a part of this.
it was unexpected, i love it and it makes sense to me. pets still need work, and aspects would still be amazing under BM, perhaps as a GM.
+1
Also I’d like to add that the staff skills and glyphs have connections to natural energies (Nature Magic, drawing power from the jungle) more than ’’celestial’’, and there are few plant based spells too. I find it fitting too that the Druid uses these natural energies for basic spells, and entering Celestial form gives access to the cosmic spells as the Druid is channeling the natural energies on a higher scale. Atleast that’s the way I see it.
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I’d like to add that Druid isn’t even that much ’’Celestial’’ as people like to think. The staff and glyph skills have a lot of connections to natural energies and there are some plant based skills too (these tie to the Druid channeling the powers of the jungle). Even in the Celestial form there are only 3 celestial skills.
I find it fitting that the Druid uses plants and natural energies for basic skills, and when you enter the Celestial form, the energies are more cosmic as the Druid is channeling the natural energies on a larger scale to gain more power.
Also in the stream, Irenio said they are trying different things on the Blossom and Surging Tides to add a damaging support component, so the Celestial form most likely won’t be heal, heal, heal, heal… when HoT launches.
P.S. I’d put Mesmer as Support Class of the light armor
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(edited by My Sweet Lily.1952)
I absolutely love the Druid. My only gripe is the lack of pet synergy skill on staff. It’s a theme with weapon design that you always have a skill that affects the pet, no matter what weapon set you are using. Anet even stated the pet will be part of our E-specs always so it would be nice to see the same design stay.
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That hammer stance caught my eye too in the preview. Dunno why Anet wouldn’t give Ranger the spell staff stance as it is one. The hammer stance looks awkward.
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I just want to say thank you Irenio.
I love the Druid and can’t wait for BWE3! Best thing is you don’t need staff to be supporty, you’ll have that F5 form to burst heal allies always. The F5 is a good addition to any build.
All the traits look good too, especially Natural Stride (nice gw1 ref) and Ancient Seeds. Oh and those Wyverns <3. Electric Wyvern looks like it will replace Wolf as CC pet and it will be definitely cooler to play alongside a dragon than a dog :P
This is definitely the right direction you are taking the Ranger with the balance changes and Druid. I’ve even heard several of my anti-Ranger friends say they want to roll one
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1. Druid
2. Chronomancer
3. Herald
4. Reaper
5. Scrapper
6. Daredevil
7. Berserker
8. Tempest
9. Dragonhunter
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@Vennyhedgie Probably because Mallyx’ playstyle was using conditions on you to empower your skills. With the self inflicted conditions you could help yourself reach the cap to get empowered skills. With the empowerment gone, there’s no reason to want condies on yourself because you get no benefit from hurting yourself.
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Druid next week confirmed.
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I like the idea of 1s Fear to maintain the anti-stomp utility of the old UA. It also fits as what could be more Anguishing than forced movement, dmg while moving, slower movement and slower recharging CDs. I initially thought a Slow could work too for the landing (to make it more Anguishing when casting is slower) but Fear sounds good too. Who wouldn’t be scared when a six-eyed demon jumps on you? :P
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Hate to see Mallyx nerfed like this, it had such a unique playstyle that I loved. It really felt like you turned into a condi feasting monster.
I think the initial landing of Unyielding Anguish should still displace enemies.
Also maybe make Embrace the Darkness copy at least 3 condies? If not then please decrease the Upkeep cost. -8 doesn’t feel worth.
And to make Mallyx still feel like it’s about condition management and wanting to have condies on yourself, the heal changes should be reverted too. The heal currently has nothing interesting in it, it’s just a heal. With the heal increase per condi on you it felt more rewarding and it gave you the health needed if you ran out of resistance.
What is more, Pain Absorption doesn’t fit the kit anymore. Why would I want conditions on me anymore, when I benefit from them in no way. Only reason to activate PA now is resistance.
I will probably still use Mallyx for the resistance, AoE ally cleanse and boon rips, but these nerfs make other legends look much more desirable.
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(edited by My Sweet Lily.1952)
People should try Mallyx/Glint over Shiro/Glint more. The great thing about Mallyx is that it isn’t purely for condition management. While providing that sweet Resistance, Mallyx offers some great utility:
1. AoE cleanse for allies
2. Spammable boon rip of 2 boons
3. Displacement field for anti-stomping
And, it’s good to have a bursty heal to pair with Glint, instead of having 2 gimmick heals (having to hit / having to get hit). Also, EtD boosts stats by 10%, which I find great in Cele builds
I find it worth being a bit more slow, than having to run in the opposite direction when encountering a condi class. I’m OK with having perma swiftness and axe teleport as mobility.
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Celestial PvP build
-No effort to get 20+ might
-F2 when going Mallyx and you can get some pretty hefty resistance uptimes
-Strong sustain with evades/prot/heals/leeches
-Group support: AoE boons, 150 ferocity, condi pulls and displacement for anti-stomp
-Boon ripping
-Sword+Axe has some nice bursty direct dmg, CC and evade
-Mace+Shield has condi pressure and sustain
Only weakness is CC spam (lack of stunbreak and stability), but then again, you can just pop Glint heal and be safe.
I had so much fun with the play style as it’s so flexible. Can’t wait for BWE3!
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Agreed. If pets are supposed to be a part of the Ranger, then all buffs to the Ranger should get transferred to the pet as a baseline (including super speed, stealth, banners and spirits). While we’re at it, all damage modifiers should apply to pet as baseline.
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UA I don’t think will get changed. The skill is just fine. Just a skill people need to get used to sense it’s new. Crystal Hibernation needs a buff, other then bug fixes the class feels ready in my opinion and shouldn’t need many changes at all
Why is it people think it needs a buff? I use it alot and I’m absolutely happy with it.
Some suggested to make you be able to move but i think this would be crazy op.Also, thematically, you’re hibernating so how could you move >.<
I think people are confusing “buff” with “fix.” Currently, soft CC takes off more of the breakbar than hard CC. Oops.
Also it says you become immune to incoming condies so why is soft CC still coming through? I agree, it should take 3-4 dazes or stuns to break the bar.
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