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SoloQ should come back

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Mysticjedi.6053

This feels like the way to go. Rank the top teams, and provide a place for individuals to be ranked.

Leagues are too luck-based

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Mysticjedi.6053

Let me explain:
You have an mmr to put yourself against more or less equal skilled opponents. This so that the game feels furfilling since stomping or getting stomped gets old fast.

If you are better then you current mmr (you belong on a better devision) you’ll win more then you lose hence you go up in devision. If you lose more you’re playng below your mmr and go down a devision.

Except your MMR appears to be completely separate from the league system, meaning two Emerald players can have very different MMR:s. The league divisions themselves do not in any way reflect player skill. And of course Anet didn’t even reset the MMR.

It’s just another noob-friendly grind-based system that lets everyone progress.

I wouldn’t even call this system noob friendly. It is a completely unfriendly system. Needing to win within a rating system that wants to keep you at 50% and within a tier system that will punish you for not beating the system. It is like they want to put us in a twisted version of Sword Art Online to see if the human will can beat their pvp league.

Are PvP Leagues another grind-based system?

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Posted by: Mysticjedi.6053

Mysticjedi.6053

First, I think this is an old system with a new UI.

Second, I truly believe if you win you should get a pip, but it shouldn’t the be only factor. Moving up ranks because your team wins, especially if you’re a soloq player, is just luck of who you’re placed with it doesn’t mean you’re any more or less skilled than another player. I wanted something that rewards skill on individual level more than a team level.

(edited by Mysticjedi.6053)

So instead of giving us new content..

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Mysticjedi.6053

This is not a new system. It is the system they had a year ago with a nice UI.

Lord Helseth Has Spoken League is Trash!!!

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From what I understand he’s angry about losing fights with pugs, the problem is not actually the league system, but the skills of the players.

So I think the system is good, although it could fall tier, division and lose points from Emerald

I play with my ranger and pugs and I see that the issue is not the system but the players who do not know how to play PvP.

It can be top 3, I do not care for it, he can find the bad system, but for me it is good, although it could be better.

That’s What do I mean last time

The real problem I see with the system is that you can still be placed with bad teammates, do everything right and still lose. I was really excited about tiers, but these aren’t tiers. The current system is the same old grind they created a year ago with a fancy UI.

Frustration

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I’m rotating, I’m trying to avoid 2v1 situations, I’m supporting… but I can’t do it all! So, my teams losses. I own that I am part of that. What frustrates me is that the ONLY way to move up is to win which means that as time goes on my teammates will only get worse and my chances of moving up will decrease even if I do everything right on my end.

Can’t pips go up based on personal performance?

Right now this feels like the old grind ladders just with a fancy UI.

Herald build for raids?

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I’ve been running sigil of strength probably overkill for might, but useful for those times I’m in Shiro.

I also use Assassin’s Annihilation as I’ll usually be on the side or behind at least the Vale Guardian.

That has been working for me pretty well. Not sure if it is optimal though.

(edited by Mysticjedi.6053)

Bitter

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Mysticjedi.6053

This first raid wing or whatever you want to call it consists of three bosses and it was beaten the first few hours of release.

By people who had a month of beta testing that very raid under their belts. They knew the mechanics, the team comp, and had the experience. That is not a fair comparison.

I personally like the challenge of raids. It is enough to push me, but not hard enough to make me feel like it is hopeless. That is good balance in mind. Just like anything else, if you don’t like it don’t play it. If you want to play it, provide helpful critiques and learn that not everything goes the way you want it.

Rune alternative for Strength?

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I use Melandru. They are cheap.

PVP builds?

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Here is what I run. It’s important to keep Fury up, which is easy as Herald.
http://gw2skills.net/editor/?vlAQNAsXin3guNSuQ7JRboVlsP0rS4IaWJ4EdsklNFiNMlZNtB4ALwegHchA-TZBBwAY3fgcZAAnCg+PAAIHBAA

Done some great critical hits with this build.

Will there be matchmaking patch soon?

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I’ve noticed this too. I’ll go to cap home or an open node, get double teamed fight for a good amount of time only to look up and see that in a 4v3 situation my entire team has wiped and lost the other points then get yelled at for sucking.

I’m a truly average player, but seriously. This is frustrating.

Will there be matchmaking patch soon?

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Maybe they did a ninja reset for mmr. Though I still think the matchmaking needs an overhaul.

It’s silly, I can’t even get a decent amount of points, which I think leagues will be based on, because too many of my teammates afk and I end up in outmatched situations or where I get spawn camped.

Will there be matchmaking patch soon?

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Just like the title says. I know matchmaking has been a thorn for awhile, but with leagues, I assume, a week or two away it would be really great if we could have more balanced matches.

PvP Build (Shiro / Dwarf) Power Burst

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Good video and interesting build.

My concern is (correct me if I’m wrong) there doesn’t seem to be any condition cleanse in the build. So I feel like this might look much better on paper than in a real PVP match with Necros, Engis, burn Guards etc.

I do understand that anet has intentionally given Rev a general weakness with no easy condi cleanse, but there are a few options. From weakeast to strongest, 1 is a cleansing on F1 swap trait in Invocation, 2 is the Herald heal skill (condis heal you during it), 3 is running Mallyx. I am not super experienced at PVP Rev yet, but I feel like at least one of these is a must pick.

Jails heal is a Condi cleanse.
Plus if you trait corruption you can get a 3% dps bonus for every Condi on you and have a chance to transfer condis when you are hit.

(edited by Mysticjedi.6053)

General Dungeon Discussion Thread - Part 3

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Posted by: Mysticjedi.6053

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Understand why gold was lowered, but could the experience be upped or mobs be given better drop rates?

Even better, I loved the vanquished title in guild wars. Could a vanquish challenge be added where we have clear the dungeon of all baddies and score rewards based on the time it takes?

A Few Problems with Rev

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Not sure if this is a bug but when invigorating flow is trained, skills with energy don’t show a heal fact.

Bad matchmaking in ranked on the weekend

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Soul, I’ve found the same thing. I don’t have 5500 games (only 2000+) but do have a 52% win average. Last weekend I went 0-10. This is pretty common on weekends. I’ve gotten to the point that I won’t pvp on weekends at all unless I can find a team, and if I can’t… well PvE and WvW is what I do or just don’t log in.

Dragonhunter updates, post BWE3 (launch)

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Hunter’s Verdict is great.

The boons are a nice touch. Just one trap with condi cleanse would have made me super excited about the change, but overall a positive direction.

What Core guardian changes you want to see.

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Faster Hammer #4 skill

Sword skill update, I really like the idea someone put forth at one time to make sword a condi weapon.

Lower cooldown on Virtue of Courage

Stronger passive heal on Virtue of Resolve

A reason to actually use Virtue of Justice’s active

Update and improve signets.

Remove the 1 icd on might of the protector and fire on block.

Rework traits. Though if they reworked virtues its wasn’t a mandatory trait line that would be great.

BWE3 Extension - Raid Availability Open

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Thank you for the extension, but 12 pst is 3:00 EST and that is exact time I get off work. If it is possible it would be great to extend the time to 9 pm EST.

BWE 3 Guardian Feedback (Core/DH)

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Did some pvp with DH.

Longbow was okay. The conditional cripple really wasn’t the greatest. It would be better if it just straight crippled with a percentage chance or on critical.

The biggest problem I had was that my utility list wasn’t really useful. Everything really required me to be close for optimal use.

The virtue changes make it so you can’t use them to really save you, because by the time they cast, if they aren’t interrupted, you’re dead.

I have to say I have gone from completely loathing to just deciding it will be fun PvE only. I really don’t like the virtue changes at all. The benefits they give for a cast time just don’t cut it. Why does resolve have to be a leap, but not a leap finisher? Justice would be better if it offered some CC. Rev gets our Courage skill on their hammer with less cast time and it acts as a combo field. Why can’t we have something cool like that?

PvE I have enjoyed DH. PvP, I have seen some decent builds, but mainly in stronghold. Still, it’s a cute spec, but it doesn’t put us in the traditional good spot, rather it puts us slightly below the optimal spot.

BWE 3 Guardian Feedback (Core/DH)

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Core Suggestions:
Take boon duration increase on Honorable Staff and combine it with Altrustic Healing

Shattered Aegis does not feel like it is Grandmaster Trait. Have it apply Vul., burn, or do something else in addition to the damage. Maybe give out Aegis to allies.

Combine Write of Persistence and Symbolic Avenger

The 1 ICD on Might of the Protector and Amplified Wrath are, in my mind, unjustified nerfs. Other professions can put loads of conditions on a player and maintain 25 stacks of might. Might of the Protector will never put us at 25 stacks of might by itself. Amplified Wrath will allow us to stake a single condition high, but one that can easily be cleansed. In both cases the I ICD lowers the incentive for Guardians to do what we do best, block to survive. I’ve always viewed our lack of speed and health as the trade off for great defense that forces our opponents to think about how to handle us. They can run, or risk a fight.

Get rid of weapon specific main-hand traits. Just have Right-Hand Strength deal with all single main hand weapons. Create a similar trait for two handed weapons modeling it off Zealous Blade or Glacial Heart.

DH
Change Heavy light to proc knockdown from traps.

BWE 3 Guardian Feedback (Core/DH)

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More thoughts
Longbow
Puncture Shot feels good with cripple, but feel it would be more support if it provided Fury on critical rather than bouncing.

The blind on deflecting shot feels, odd. I would prefer a knockback, slow, or chill affect

Hunter’s Wars, and maybe I missed this in the description, should be a symbol.

Traps
Some people have said it before. Sometimes a trap goes off and I wonder if I did anything. The daze is nice, but either the damage needs to be upped or additional CC conditions need to be added. I would really argue for more CC skills to be added.

Test of Faith is just bad. Leaving the trap doesn’t do enough damage to justify even considering it’s purpose, which I gather is supposed to be an indirect CC. My suggestion, foes in the trap are burned, and leaving torments or bleeds.

Dragon’s Maw feels underwhelming. I mean you’re summoning the appearance of a dragon it should cause awe and fear. I suggest having it actually fear foes around a target. Also, make a blast finisher.

Test of Faith, the blades feel like they need to spin faster. It would be cool, and again I might have missed this in the description, if it were a whirl finisher.

Purification I have written about before. It probably the worst of the traps. It needs to be a stronger heal, either give regen, protection, or strip condition. If you want it more offensive I think it would be great if it knocked down or boon stripped.

There is currently zero incentive to run an all trap utility line.
- Purification being made better would be the one I would focus on
- provide traps with more CC or punishing conditions

One thing that could help in the trait line is, if you don’t want to do ground targeting, create a trait that increases the trigger radius of the traps and makes them unblockable. OR switch the proc knockback longbow trait to a proc knockdown trait for traps.

BWE 3 Guardian Feedback (Core/DH)

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For backline support I would want the longbow to have one of two things:
1. a trait to reduce cool downs
2. AA should provide a boon for allies hit by the attack either with a percentage or on critical. (Fury maybe)

I would love to replace the random knockback, which can be really disruptive to play and plans, with a random boon proc (like quickness or protection). This would provide more backline support.

Traps, well traps are traps. They should discourage players from wanting to get near the backline support and so should cripple, chill, or slow. The heal trap needs to be an “Oh kitten” skill. If that goes off it means all other traps have failed and we need help. It needs to be a stronger heal, either give regen, protection, or strip condition. If you want it more offensive I think it would be great if it knocked down or boon stripped. This would allow for us to run or switch to our melee, but most importantly it makes it a pain to come near a DH.

My two cents

The Uneducated Opinion of a Noob

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Greetings fellow Guardians. If you have ever seen a post by me you know I’m kind of noobish. I’m okay with that though. I became extremely bored at work today and so did my take on Guardian trait lines. This does not include Dragonhunter, but I was going to take a crack at that soon. Anyway, please enjoy these completely uneducated trait line ideas. If you do have something nice or constructive to say or to add please do. At the very least we can have a fun theory crafting conversation about Guardian.

Added Dragonhunter, because why not.

LINK: Traits

(edited by Mysticjedi.6053)

Guardian Balance Preview

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So, we finally get an option that can compete with RF and rather than fix the one bug with FMW, it interrupts your skills unlike any other shout, they up the CD.

At least shield is being changed.

BWE 3 Dragonhunter Specialization Changes

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I don’t think anyone questions that Dragonhunter is optional. That really isn’t the point. The concern is if it will be a viable option.

They’ve built a specialization where they’ve said the Guardian will be more selfish, but also said it will be back line support. They’ve given us traps that can cripple and daze, but we have to give up anything that would make us survivable.

I don’t want something overpowered, I just want something that would exciting to play. In my opinion Dragonhunter, even with its increased damage and decreased cool downs isn’kitten

In fact, the fact the very fact that we only get increased damage and decreased cool downs is really a slap in the face to the community. Given the poor reception I would think they would want to work with the community a little to help Guardians.

BWE 3 Dragonhunter Specialization Changes

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i agree with you 100%. no need for guard atm. since the beginning of the elite spec´s i´m thinking of switching my main profession… as much as i love the guard, there is no reason to play him anymore when you see all other professions do your stuff 10 times as good as you do..

Traitors will not be missed.

No, more seriously, if the new shiny calls to you, go play it. But don’t think for one second those singular abilities here and there somehow take away the gestalt effectiveness of the Guardian. Other professions finally getting a chair doesn’t mean Guardian will lose its seat at the table.

I know there are fans of Dragonhunter, and there are aspects I don’t mind. I like the idea of getting longbow.

I think anet and others are missing the sentiment that is being shared. It isn’t that Guardian will really be replaced. We’ll always have a spot in dungeons and I think we’ll play a role in raids, but those roles will be traditional. Dragonhunter itself just doesn’t have as coherent a focus as the other specializations. It feels all over the place. It doesn’t mean it can’t be good, it just means it is more scattered and for a class that has always been in a “good place” being scattered takes us, in specialization form, from the top middle to closer to the bottom of classes that are effective (only speaking when we are specialized).

Guardian’s won’t die out, but I don’t see a ton of true Dragonhunters (meaning having a longbow and traps) running around all the time. I do see Guardians with some traditional builds and a long bow running around.

Point: Guardians will not die because at their core they are in a good place, but when Dragonhunter is looked at spec against others it is not in that happy place. It is well below it. This is not hate, this is an opinion that is being said rather loudly on the forums, but also in the game. Anet needs to make some more changes to the spec to give it a true purpose. A selfish back line support class with utilities that are more useful at the front of the line and requires us to give up offensive heals (mediations) and cleanses is not a good idea. The longbow I’m on board with except the random proc knockbacks.

BWE 3 Dragonhunter Specialization Changes

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Here’s my 2 cents

Major Master
Pure of Sight: Moved to Major Master: Deal bonus damage to enemies beyond the range threshold (Damage Increase: 10%,Range Threshold: 300) and while you are casting True Shot you will gain 2 stack of stability

Major Grandmaster
Heavy Light: Deflecting Shot now can knockback enemies and you gain 2s of quickness when Deflecting Shot Knockback an enemies that are within the range threshold (Range Threshold: 300)

I really like these ideas. The Pure of Sight makes enemies want to get closer to you which can trigger traps. Heavy Light gets rid of the random proc which is awful and gives straight knockback. This feels like what the skill should be.

A note on traps. I really feel that when they trigger they should also trigger some kind of combo field. Maybe not all of them, but at least a light and fire field need to be in there somewhere. Or is the lack of this supposed to be the selfishness of the spec? If we are selfish we need to more ways to only cleanse conditions from us and a heal that isn’t aoe. Too many things are at odds with DH.

An honest question. Why are we given a long range weapon (which I’m glad we’re getting) mixed with skills that require use to be close to the action to set and then run back when we are the slowest class in the game?

Dragonhunter Changes for Next BWE!

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Been doing some thinking about traps, and I think I would like to see them more as the offensive opposite of consecration. I use purging flames as an example. Purging flames has an initial effect 3 stacks of burning and removes conditions from allies. It has a secondary effect which is conditions are reduced by -20%, and it has a third effect too. Leaving or entering the ring of fire puts additional stacks.

I think traps should look like this, but be more geared toward offense like pulsing Weakness and making them different fields for combo purposes.

Also please consider making Knock back on the long bow an actually skill and not some random proc given through traits.

That could make DH a crowd pleaser :)

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The problem with Dragonhunter is deeper than the specialization. Guardians are not in a good spot. I agree with the above post about PvP. After the trait shake up Guardians went from one really good build, mediations, to 3 mediocre builds that can be done better by other classes.

Here is what I want to see. Guardians should guard, that means being able to sustain and hold out which in my mind means crowd control effects. I feel the longbow should be our long range control weapons.

1 Skill- build in a blind effect
2 skill- I like the pierce
3 skill- add a knock back without having to trait. Traiting it makes the knock back random which means the Guard will hurt the group more than help because there will be knockbacks at the wrong time.
4 skill- would love if you kept the fire affect, but if you’re not make it a cleanse for conditions and pulse regeneration
5 skill- quicker, but meets what the bow should do anyways.

Traps should be ground targeted. They are magical so thematically this fits. Make traps more like cleansing fire. Give them an initial effect that benefits allies, a pulsing effect that hurts enemies, and a leaving affect that hurts enemies. This would make them more offensive compared to some of the consecration where are very support orientated.

BWE 2 Dragonhunter feedback thread:

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Purification feels really under powered. It only triggers when an enemy enters the field. I feel it should grant regeneration and a burst heal when a enemy enters or pulse condition removal.

Why is symbol of energy a light field and not a fire field?

The knock back trait is eh. What if the 3rd auto attack knocked back? Trait line needs some damage modifiers maybe even an mobility buff too. Attack speed of the bow needs to be increased.

Feel like the bow should be more control based with knockbacks, interrupts.

Traps feel useless in WvW and pvp. They are okay in PvE, but I would still take mediations over them. They are magical, so I wouldn’t mind being able to ground target with them. They should have an enter and exit effect though. So once an enemy enters the trap area they get an effect, but they have to make a choice to leave for a bigger cost. This would add more control to Dragonhunt and could create some interesting choices for players.

Example: Test of Faith:
Activating the trap cripples an opponent. Leaving the trap knocks the opponent down for 1s

Just some ideas.

Some Feedback

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Played for a few hours. I really like herald. Though Facet of Nature is missing. I can’t find it.

Hammer’s auto attack feels really slow. There have been a couple of times where I my target has died before the attack could even hit.

Damage potential feel really low. Everyone else seems to be doing more damage than me. In a group it is fine. Solo playing is really frustrating.

Some suggestions:
Increase auto attack hammer speed
Up damage, not by a lot maybe 5- 10%

GuildWars 1 mobile

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GW1 can be played very smoothly on a Surface Pro 3 anywhere you have internet. That is about as mobile as I think you’ll get.

Pip System Questions

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Will you be able to earn a pip even if your team loses?
Can you earn more than one pip from match?
The only other pip system I have played is Hearthstone and Titanfall. How similar is the system to these two set-ups? Besides being different games, what are some differences between these pip systems?

Leagues and Solo Q players

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Please, please, please if we queue solo and win with our random team let us keep that team and just auto chain us into another match. Love the league idea, but let’s add some good old fashion GW1 action too.

Ridiculous reasons for being called noob?

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@ Drennon: I’ve never been on a EU server. I know in NA a few month ago the situation was a lot of worse. I don’t run into them as often as I use to, but they are there.

Ridiculous reasons for being called noob?

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@ Drennon → that sounds like 50% of matches. Not usually directed at me, but still there is always that one guy who is complaining.

I’ve been called a noob for playing my burn guard both before and after the last patch. I at least tell people I’m straight condi now. Before patch I called myself hybrid, kind-of Medi Guard, or would simply respond with “I like to burn stuff” to avoid admitting I was condi and the grief that came afterward.

Who actually enjoys this meta?

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I don’t see a problem with the meta. I’ve actually enjoyed it. Just took some getting use to.

"DragonHunter" name feedback [merged]

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You think if this keeps getting bumped they’ll consider changing the name? They listened to Revenant feedback.
Judicator sounds cool. I like Zealot, personally, or Paragon.

My [big] Revenant Rework

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@skowcia- love idea of legends affecting weapons. Wouldn’t make wielding a staff with Mallayx up feel pointless.

Burning stack intensity

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Elementalists I can kind of see complaining about because they can put other conditions on you beside burn which, if done smart, can make burn hard to take off.

But Guardian burn is a l2p issue. We have ONE condition available to us and can be kited down. If you see a guardian playing burn immob him and kite.

Burning isn’t all that bad unless you’re silly enough to let it stay on you. Cleanse and avoid. Even if a Guard is running scepter you can stand still and not get hit by the SLOWEST ranged weapon in the game.

Solution: Give Legends more Skills

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I suggested this in a thread too. Great minds think alike. I think this would allow for a lot more build diversity because even with the one remaining core legend and the elite legend Revnants feel lackluster. Based on this weekend the dps legend will pretty much be mandatory unless they make some changes (which I am sure they will).

Though I believe the elite should be static and maybe the heal. Just give us a total of 6 utilities to choose from.

Why have pve map in PvP?

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I’ve enjoyed stronghold. It allows for more builds. In it’s current form there are npcs, but, with the exception of the lord, they all melt so fast that if you rely on them you’ll lose every time so players are needed. Not a bad thing, but then you have to question why they are there.

My [big] Revenant Rework

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I’ll continue with ventari as this legend is pretty bound to have with staff.

I agree with OP on opinions stated. I want to elaborate on this idea. The weapons do feel tied to a legend and thematically it is fun idea, but in practice is makes for boring play. I have found that if I bring my staff I pretty much stay with Ventari and when I switch to a different legend I then regret bringing the staff.

My suggestion if you’re going to link weapons with legends go all the way. When you equip Ventari you also equip a staff. When you equip another legend you equip their attached weapon.

While there are choices for utilities based on legends, I feel like the overall diversity of revenants for build options is lacking. At least give a standard heal and standard elite and maybe 6-9 choices for each legends 7-9 skills. This would allow for more customization. That or there needs to be a lot more legends to choose from.

[TPvP] Condi Guardian Guide

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Remember GS #5 skill tracks stealthed players. That is worth taking it imo.

loving my burn guard Permeating Wrath makes me feel a little more useful in team fights especially when people get clumped together.

Stronghold Change List 7/10

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Guards outside the gates could use a buff they die too easily. Same with the two elites in the lord room. Right now they’re barely speed bumps.

Revenant Feedbacks [merged]

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Dwarf feels balanced. Love the tablet. Mal’s conditions feel eh.
Great sustain, but hits like a wet noodle. Maybe buff mace and hammer.
Finding myself playing a lot of staff, which is great I love the melee staff and really just sticking with tablet.

So, how it is full burning damage for PvE?

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For those worried about a major burn nerf, I wouldn’t be. Anet has said any change will be minor to burning.

Pre-Purchase and WvW stress test

in Guild Wars 2 Discussion

Posted by: Mysticjedi.6053

Mysticjedi.6053

I thought Pre-Purchase got us in all beta tests. Why is the WvW saying it is only by special invitation?