I think you guys are missing something about the power build, at the moment the most popular build is 6/2/0/0/6, but with the changes, it will actually be “6/6/0/0/6”, in other words, an actual buff, gravy if you will, that also explains the nerf to axe training…
As for Condition builds, yeah there’s a no-brainer there, 100% condition duration!….just…wow! if this goes live, I won’t have to worry about carrying condition food, using condition duration runes, or weapons or sigils, it would open so many options up….at the cost of never picking up parasitic contagion and saying goodbye to terror damage…
Yes a thousand times yes! this! I can’t believe when they made the update to wardrobes they made it kind of kitten! I’m so tired of using the preview window!
I only have one wish for the expansion: please unlock cultural armors for any race please! I heard that it used to be like this in alpha or something, It would be so nice!
One of my biggest passion in this game is mixing and matching armors, it would open up so many neat combinations for all races, not to mention the gold sink opportunities! It’s a win-win for everyone!
I use Greatsword/Staff for open world pve, nice tagging potential, and the Staff phantasm can hit like a truck vs champs that have lots of conditions.
For Dungeons I run Sword/Focus & Staff or Greatsword if range is needed.
I rarely use Scepter/pistol/torch. unless using a condition build in which case I use scepter/torch and staff.
The best use I have found for vampiric builds is zergy events, or rather, any time you can target more than 3 mobs at a time, I have optimized this build to do as many ticks of damage as possible, to take advantage of all the procs that leech life etc.
Surprisingly it provides decent dungeon support since you run wells, that cleanse conditions and that give protection.
If I can crit 100% of the time, what is better? 250 extra power or 250 ferocity? 250 ferocity is roughly +16% crit damage, and since I can crit all the time, does that mean cruelty is better for me? or raw power translate in to more damage?
Necromancer: Grenth’s Hood, Shadow Shoulders, Whisper Coat, Trickster Gloves, Whisper Pants, Trickster Boots [Abyss, Evening Green, Ancient Silver Dyes]
Ranger: Whisper Hood, T3 Norn Shoulders, T3 Norn Coat, T3 Norn Gloves, T1 Norn Pants, T2 Norn Boots [Chocolate, Gold, White Dyes]
Engineer: Magictech Headgear, Scarlet Shoulders, Magictech Coat, Scartlet Gloves, T2 Human Pants, Magitech Boots [Iron, Abyss, Silver, Teal Dyes]
Guardian: Glorious Helmet, Glorious Shoulders, Carapace Chest, Aetherblade Gloves, Carapace Pants, Illustrous Boots [White, Gold Dyes]
Please Arena Net, revamp the temple events, right now, they are more profitable to let them fail than rather defending them, this, in my opinion is bad game design, making FAILURE better than success! It also creates animosity between players who want to complete the events as soon as possible for the trait unlocking (another bad design choice, but I’ll concentrate on temples themselves in this post).
So, what are the possible solutions? Simple:
- Make it so defending the event grants the big chest, and the pop-up chest we get from retaking the temples, once per day.
- Similar to The Maguuma Wastes, make it so defending the temple increases the tier of that temple, providing their items at a discount, or maybe, even perhaps, new items that makes defending worth it.
- At each tier completed, the mobs get more difficult.
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Yes this this this, I have been thinking his for so long it’s so annoying trying out new looks with the current dye system, I have to go to the trading post to look at dye combos for armors I don’t have yet!
It’s really simple, just revert the trait back to what it used to be but:
-Make it so we gain back 1 trait point per level starting at level 11.
-No more unlocking traits, that was a horrible decision with horrible consequences, people ended up with few traits unlocked and poor knowledge of their class and people were incentivized to rush to level 80 because otherwise you are basically useless.
-Keep the free trait respec outside combat free (this was seriously the only good thing that came with the change)
-Reintroduce the cost to unlock trait tiers (so class trainers don’t become usless once again).
-Make it so that once you are level 80 1 click to assign a trait point puts 5 instead of one (making it so we have to click less for the same thing, and newcomers don’t have to suffer because of that, you please both camps).
I like Avatar the last Airbender (and Legend of Korra) so much , I just wanted to share an idea I got from watching the show:
Elemental Unity
Unifies all elements for a brief period of time, granting boons and alacrity.
Gives 5 stacks of Might, Regeneration, Swiftness and Protection for 10 seconds to the Elementalist.
Reduces Elemental Attunement cooldown by 50% (80% if you have 6 points in Arcana) for 15 seconds.
Cooldown: 90 seconds-ish?
Visual Effect: makes your eyes glow with a powerful white hue.
If you are a fan of the show you will get the visual effect hint ;p.
I had this look for a while, It uses the witch hat, but I’m fairly certain it would look just as well with the Wizard Hat.
No seriously Arena Net, you can’t keep hiding under this “but it helps new players” excuse, we can see right through it, this is outrageous! this is like going to the store to buy something that costs 5$, but the cashier accepts ONLY 20$ bills AND keeps the change until you buy something worth 20$…oh and all its items cost variable numbers that no matter what the costumer buys, he/she will end up with change he/she can’t use! Fix…this….mess…..already! it is unacceptable!
Like many have said, at LEAST add other denominations for 1…5…10…50…100…. etc.!
My thoughts on the issue
“Protect Me” – make it give protection for X (maybe for the whole duration of the protection) seconds to the Ranger (I mean come on, it’s on the name for crying out loud!, and Signet of stone mostly outclasses it right now)
“Guard” – this has to be the most weirdest shout ever, first of all shouts are supposed to be a fire and forget things, this one just breaks the mold, firstly it has a casting time, which is a big no-no for something that uses your voice and commanding presence, second it has a ground reticle! this ability should be scrapped and be made in to a F command and replace it with something else, maybe make it in to a shout that affects allies giving Vigor and Aegis, akin to Guardian’s “hold the line”.
“Sick ’em” seems ok, no complaints there, maybe reduce the cooldown a bit, seems a little niche for my tastes when there are other skills I could take in it’s place.
“Search and Rescue” I totally agree with your proposed changes.
I always felt the same way, not to mention that if you proc it often, you will run out of other attunements to swap out of to go back in to air attunement. maybe we are failing to see something? good for burst builds maybe?
I give you the Vampiric Wells build, this build is good for pve zerg tagging, the more tags the better, using warhorn #5 as well as gives you a lot of self healing and tagging potential, as well as group support in dungeons via Ritual of Protection.
Other options include Staff for more aoe tagging and the Focused Rituals (curses VI) trait if desired (I’m often in melee making the well placement trait sluggish and moot). I usually start with axe #2 as I approach my target, then move in to dagger auto attack (procccing the sigil of leeching from warhorn), using the dagger #3, then #2 as needed.
How about they add a feature that reads “crtl+double left click to change this skill from ground target to regular target” bam! problem solved, keeps both camps happy!
Why do you have both power shoes and speedy kits? it’s redundant, maybe better to go for 10 more points in alchemy for experimental turret or automated response. Also a soldier’s amulet may be better as healing power just scales horribly. Would bump you up to 24,000 ish hp. Also instead of protective shield, you could grab stabiliazed armor, that and protection injection can give a potential -53% damage taken when CC’ed.
I have something similar, except I don’t use blinding ashes, instead I run Burning Fire and Cleansing Wave as my condi clearers, this build has 95% burn duration 90% bleed duration, and doesn’t rely on crits at all, everything is Dire.
If elemental shielding coupled with Fire’s embraced gave you protection, I would so run it, it seems to only proc from your weapon skills and not combo fnishers or the 2 traits combined.
Update: running Shard of Ice instead of arcane abatement as a cover condition.
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I run a similar concept, but I run wells, if I have at least 2-3 targets the leeching can get very very good really quick, this build is very good for tagging mobs in events and going all kamikaze on mobs lol. So far the best leeching build I have personally liked on my necromancer, since I felt my thief was doing a better job at it :/
Focused rituals is optional, I used to use it when farming in zergs, but I like the single click feature more, and we can be more in melee since this build has high survivability anyways.
You should consider using Warhorn, that #5 ability can hit 5 targets for 10 seconds (15 if traited with banshee’s wail) which translates to lots of leeching done.
The elite is there as a last resort, again, hits up to 5 targets and can constantly blind, meaning you can have an emergency sustain.
My opener is Warhorn #5 Followed by Axe #2, then as I close on my target I switch to dagger, and use Dagger #2 if needed.
Both builds use the same warhorn, so you get back to back leeching sigil procs.
Also Ritual of Protection is good dungeon support, on top of what wells already do for allies (wells are our only party support so far).
If I need more tagging I switch to a staff replacing the Dagger.
I also use signet of the locust if I need to run long distances (and I really like to have a constant speed buff when out of combat). And the active goes very well with the concept.
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If you are so keen on using them, Warriors get the same bonus toughness when reviving someone, so it doubles up. It’s the vitality/boon duration line.
That every other class can get via utilities, weapon skills or even some traits; I’m talking about ranged attack denial (block/reflect etc.) Every time I go to dungeons and people use party support to block ranged attacks, I feel left out of it since we have nothing -NOTHING-, and good luck surviving the new ranger meta shacking Spvp, you are just dead meat (although I’ve been using it a lot lately, it still feels like necros have no counter to it, other than hiding)
Maybe giving spectral wall an effect something along the lines of “spectral wall will block ranged attacks and convert it to 1% of life force” or something, maybe a trait that adds that, or maybe a trait that says “whenever you enter deathshroud you absorb all incoming ranged attacks for 3 seconds and convert it to 1% lifeforce”.
We seriously need something! Thoughts?
Since the last post of this matter is rather old, I’ll make a new one.
Things I’ve noticed that aren’t optimal:
Autoattack:
- Second and third attacks prevent dodges and movement
- Second and third attacks prevent proper use of other skills
- Constantly jumping into the hitbox of enemies -> enemy gets pushed away
- Cleaving is almost impossible to do
- Second attack doesn’t cleave -> DPS loss while cleaving
- Attackchain is hard to handle on a weapon that isn’t even on par with weapons of other classes and for a class that has to handle a flawed pet -> I don’t like the high skillcap
- Has the only leaps ingame that aren’t leapfinisher
Hornet Sting + Monachr’s Leap
- Casttime way too long for an reactive skill -> Not usable to react to the enemy
- Damage increase neglectable -> Not worth to include into a damagerotation
- Direction of the evade backwards is hard to anticipate against moving targets
- Uptime of Monarch’s Leap is way too short -> You’re forced to jump back to the enemy almost immediately if you want to close the distance again
- Hard to utilize to gain ground
Serpent’s Strike
- Evade time doesn’t match the animation time
- Hard to anticipate against moving targets
- Could use a bit more damage
Summary:
The most problems are caused by the autoattack chain. The jumps are most of the time a hindrance and no help. They need to be removed. Furthermore, the second autoattack has to cleave like the other autoattacks.
Hornet Sting and Monarch’s Leap are one of a kind. I can’t get behind the purpose of those skills. The activation time is too long to be used reactively, the evasion backwards doesn’t help in most cases and the uptime of Monarch’s Leap is way too small. You could only use this skill advantageously if you want to disengage.
Serpent’s Strike is a pretty good skill but I don’t like the repositioning since you hardly gain any advantage through it. I also don’t like the animation time, since it leaves you vulnerable, same as Counterattack.Suggestion:
So how to fix those flaws? I’ll post my ideas I had awhile ago:Sword AA: Remove the leaps.
This is the only way I can think of to not hinder the player from moving/evading as he pleases.Hornet Sting, Monarch’s Leap: 2 forward leaps (600 ,300 units) and a third leap if an enemy got hit during the first two leaps (430 units). CD: 20 secs. Uptime: 10 secs. The target will be crippled.
These skills should replace the leaps on the AA. The balance is tricky because we don’t want to be a second bunny hopping warrior (SW/WH+GS), but we should still be able to travel a good distance, like we can do currently with the current skill.Serpent’s Strike: Evade backwards (200 units?) and jump towards your target (300 units) immediately afterwards. If you haven’t targeted anyone, you’ll just evade backwards.
If you’re using the current Serpent’s Strike, you’ll propbably end up in weird places (atleast not behind your target). The second problem with Serpent’s Strike is, that the evade time doesn’t match the animation time, which leaves you vulnerable. I tried to work around those flaws. Note that the leap to your target should be larger than the evade, so you wont miss your target if it’s running away from you.Anticipated impact:
The sword would be as sticky as it is now, but it would be way easier to control.
The smoother activation times should also help the weapon to feel less clunky.
I think I agree, the sword is the weirdest ranger weapon out there simply due to the auto attack, and the hornet’s leap is indeed too slow to be used as an evade skill.
I must say, I’m enjoying the tome changes, it’s nice knowing I won’t be interrupted while using it, while I like The Renewed Focus skill as its better baseline its still an enjoyable change for dungeons.
I only have to major gripes with this skill:
When tome of courage ends I get stripped of ALL my protection duration, not just the one granted by wielding the tome, be it the one from Protective Spirit or outside sources. I’m not sure if this intentional or not, but could you take a look at it? maybe remove only the portion granted by the tome only?
Second is the Purifying Ribbon, this skill acts weird, if I have no target it flies off wherever it pleases, often times not curing any conditions. I have to awkwardly target another friendly party member while dodging and using Heal Area, sometimes I lose target -for whatever reason- and the problem arises again. Maybe if the ribbon bounced from me always then it bounced to another target (giving priority to allies).
That’s all, anyone wanna add something else?
I’m sorry, but I (and I’m not sure if anyone else feels the same way) feel like that signet of vampirism “change” is a slap to the face, increasing the activated duration by one second doesn’t address the problem with the healing skill, those internal cooldowns is what is keeping that skill from being useful.
Here are some simple suggestions that maybe could make the skill more attractive to use:
*Remove one or both of the internal cooldowns
*Remove the internal cooldown of the passive skill and reduce the effect to around 100 lifesteal instead of 375
*Reduce the cooldown of the skill by 10 seconds
*Make the passive effect also give 1% Life Force when hit (with the same internal cooldown)
*Make the passive effect similar to that of Signet of Malice from thieves (with adjusted numbers, Right now thieves make better lifesteal builds than necros that have a trait line dedicated to it, go figure.)
So those are the ones I could come up with, I know this skill has been discussed to death by the community but I just wanted to voice my opinion, if you have any simple to implement changes, please share them as well, have a nice day!
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Are you guys crazy? mimic copying boons would actually go in hand with its name, you mimic boons!
Think about this scenario… say Crucible of eternity or Honor of the Waves 1…. where the boss spams boons non stop, first you use the new mimic, followed by arcane thievery, then you use signet of inspiration, there, you can give like 1minute plus of protection, regen, retaliation etc…
All I’m gonna say that this game is going backwards on it’s promise of cosmetics as progression, who in their right mind thought of making rich-detailed, beautiful armor that cannot be MIXED AND MATCHED! seriously all or nothing outfits are the worst idea ever!
Character name: Xavier Moonshank AKA the Destroyer Sylvari
What color is that? I had something like that in mind but i couldnt match the colors on the shoulders
Silvary Thief
Colors: Midnight Fire, Blood
Anonimity Hood
Shoulders get covered by the Armor
Flame Legion Coat
Flame Legion Gauntlets
Flame Legion Pants
Buccaneer Boots
Hmmm, how interesting, they designed tradeoffs into the class. It’s like they were encouraging you to make choices instead of making everything braindead obvious or something…
No, it is bad class design, it’s not meshing well since it’s encouraging two dimensionally opposed ideas, you get punished for using your adrenaline with these traits. Using your burst skill should feel exciting and fun, not something you regret because you lose some passive bonuses!
Mesmer suffer this to a certain degree, but many builds can get 3 illusions up and running in no time.
Is very simple really, the warrior class (as currently designed) has traits that promote NOT using your burst skill, while at the same time promoting traits that encourage you to use adrenaline, unless they make Adrenal Health (regenerate hp based on adrenaline stages), Berserker’s Strength (5-15% bonus damage) and Heightened Focus (5-15% Crit chance) activated when you use your burst skill, people will STILL hoard adrenaline, because if they use it up, they lose those precious bonuses.
At least Anet is going to make the greatsword burst interesting to use (hopefully).
Is Arenanet playing corrupt-a-wish with us? I’m noticing a trend here where the community asks for game changes, and they deliver….but by attaching horrible side-effects to them.
First it was the issue with trait points, we asked for a respec at any time system, and maybe add ADDITIONAL traits to be unlocked, and what did they do? they actually made leveling the most boring and linear thing ever. But we got free trait respec now so yay?
Then the community asked for colored commander tags to better organize ourselves, and now they are gonna grant that wish…but it’s gonna cost 300 gold per colored command tag! ouch!
All in all, maybe we should be careful what we wish for, lest we regret it later!
Please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please
make salvaged/loot dropped runes from dungeons account bound, I have lots of runes that I want to use but they are SOULBOUND to the wrong characters.
Not to mention that a few portions of the living story are rehashed content! talk about recycling! I liked a few tidbits here and there , especially figthing the statue at the end, that should have been a meta event in my opinion!
Also agree, open world missions are a mess, talking and the like are ok, but sheesh, between the bugs and the chaos it is hard to get immersed.
One of the hot topics I see around the forums is how people are using achievement points to determine if someone has dungeon knowledge, I think we all can agree here that it is totally inaccurate to use Achievement Points to determine that. Then it hit me, what if people use the Dungeon Master title instead? In order to get the title you must do ALL dungeons (including story ones).
Don’t get me wrong I myself wouldn’t join/host a group that uses this prerequisite. This is more for people who insist on doing so, that they use something else that actually reflects dungeon knowledge, since we all know you can pretty much get 5,000 points without ever stepping inside a dungeon.
So what are you thoughts about this? good/bad?
Hi there, a quite a while ago, I started to see some funny patterns in Guild Wars 2, it’s an enjoyable game, but it has some weird quirks to say the least.
This game is supposed to encourage collecting skins as one of it’s “End-game” goal, but ironically, there isn’t much variety (I mean look at medium armor, we don’t need more bandit masks and/or trench coats, there are only like 2 non-trench coats and they are female only! ), so far since launch we have had few new armors to unlock by playing and instead are locked behind the gem store, most recently buying the lawless set is gonna cost around x2.10% (6 pieces at 300 gems = 1,800 gems vs. 800 gems for one regular whole set) what it would cost to buy the whole set if it were release bundled together!
The second Irony i see is that this game is all about mobile combat, mind your positioning, dodging effectively, being aware of your surroundings, but most dungeon runs, and some meta events are better if you just stand in a corner or don’t move at all, nullifying what this game is all about!
I’m done for now, can you think of anything else that I may have missed?
This new trait system is horrible and I will explain why:
- Leveling Stigma
Newcomers pre-patch had it rough when joining explorable dungeons, now that they are far behind in traits/unlocked, they are highly undesirable, creating dissatisfaction to newcomers. - Limits class discovery
With all traits locked, it limits players to a build or two, if any at all, leveling should be about having fun discovering different builds, how things interact with each other, what works and doesn’t work, but now that process is ruined behind locked traits, some classes are even dependent on some traits! Ironically you can change traits on the fly now, but unless you were grandfathered in post patch, you cannot play around with traits! - Late entry to traits
Traits starting at level 30 is way too late, traits starting at level 11 was fine, since at that time you had most weapon skills unlocked, most profession mechanics unlocked, then traits were the next thing to master, not so any more. - It creates empty levels
Asides from some minor boost to stats, almost all levels are now meaningless, that layer of depth was removed for the worst. - Unreasonable unlocking requirements
Fully Exploring a level 80 zone for an adept tier trait?! what were you thinking! Compound this with the already mentioned must have traits from some classes and this is a recipe for disaster!
Possible solutions, or compromises:
- Revert trait unlocking back to level 11.
- Make REASONABLE requirement for traits (or scrap it all together, with a few exceptions to new traits)
- Award 1 trait point per level starting from level 11 (like pre-patch),
This would resolve the empty levels problem, Once a character reaches level 80, clicking a trait line once increases that trait line by 5 points (in a sense, it would be like it is now, but now leveling-up doesn’t feel so hollow, with this recommendation, it would go back to the old 30 point system instead of the 6 point system, it’s the best for both worlds as high level players don’t have to click 30 times to max a trait line!)
I had a similar idea, here is my take on it, with your setup you may benefit more from running the elite Skill Rampage. Why? because most of the skills have interrupt potential (which synchronizes well with perplexity/distracting strikes combo, also distracting strikes has no internal cooldown!) The 3rd attack on the chain applies daze, the kick uses knockback, can throw a boulder that stuns, and a short aoe leap attack that causes knockdown.
You can also benefit from food that increases condition duration (currently you can get 50% condition duration)
Title says it all, I’m very happy with most of the upcoming changes (can’t wait for wardrobe!) But one of PvE’s most requested feature is being ignored completely, I find condition damage to be too restrictive, only useful for certain game modes, and let’s not talk about how they are totally useless vs. structures…
How about of making minor traits in to major ones, and where the minor traits were, make it a major slot, that way we could replace some “useless” traits that server no purpose to our build, yet they benefit from being in that trait line (for example, you go in to that trait line for the stat gains, Reanimator comes to mind).
It would open a window in to making more builds to be honest, and more options are always good right?
I don’t get the logic behind being opposed to instanced Raid, it would fix all, if not most of the problems mentioned in my initial post, how exactly are you gonna be left behind if content is raid instanced? You can still find casual-minded people (if casuals fear being left out).
Not all upcoming content has to be instanced, as I said, I’m for BOTH types of content, all the simple open boss content still available can still remain in place intact.
I’ll try to give constructive critisism, but right now I’m a bit…. indignated.
All the new massive open world raids sound nice in paper and all, but they bring so many nuances that makes the experience the opposite of fun, the heart of the idea sounds very nice on paper, but it’s implementation is seriously lacking.
For example; the dreaded overflows, the servers can’t handle having so many people on their servers, people get disconnected alot, and hope you don’t lose your spot if it ever happens! Makes partying with friends/guildies impossible. Then there’s the frames per second issue (fps) of having so many people near each other, if you don’t have a high-end pc you are out of luck!
The needed coordination on these events is a nice welcomed addition, but then again, trying to command a lot of strangers that don’t want to cooperate, makes it as easy as herding a stampede!
Please Anet, learn from your past experiences with tequatl, make big major open raid events instanced! Let us coordinate in smaller scale, it has many positive effects, if you design an encounter with X people in mind, it is easier to balance around it, rather than having to guess with open world content.
I initially was not in favor of having instanced raid content in the beginning, but now that we see the major hindrances open raid content brings up, it is really unbearable. The number one reason I disliked raid was that in other certain mmos out there, you were expected to bring a large group to overcome a big obstacle, but only a select few would actually get rewarded, but that is no the case of GW2, you have that sorted out already!
We can still have open world content that anyone can join on a moment’s notice like the Fire Elemental, The Shaman, Maw etc… those are fine, but big content like Teq, marionette/ the new 3 headed wurms that require coordination and alot of people working together, please make them instanced!
I love this game, please don’t make me hate it, please, I know you can do this and much more!
How about adding different WEAPON SKILLS, you could make them use skill points to unlock even, let us pick and choose which abilities to load to our weapons, that way you could add more customization, as a result the damage/condition damage, support and control roles expand (Also please get rid of defiance in 5 player dungeons, defiance is needed vs. open world content, but not in 5 person content, makes control meaningless).
No build…
I have one in mind, full dire with perplexity runes, 0/0/20/20/30, oh btw, the steal now becomes a interrupter too, good for gap closing and/or to fill pistol stun gaps.
I don’t know what I’m waiting for, I should make this build lol.