I Don’t think Engi need weapon swap either.
BUT
I wouldn’t mind making these weapons viable enough on their own to not need to have at least 1 kit equipped.
Generally I am waiting for specialisation (I will probably drop explosive line for it). There was somewhere data-mined that hammer will have blast finisher on third AA, and it is hammer so it at least will have some higher than avarge dmg (but on other hand I am scared, when I look no how Anet kittened new traits… for me anyway).
Well… What got killed
Like any turret build (thou turret were nerfed a bit earlier), bomb build, and healing builds (as new invention is quite bad for healing).
That quite diversity that is unviable, or outright killed.
Maybe there appeared some viable new traits, but in choose nowadays we are simply closed to DPS centric builds (and I always wanted healy / elixir stuff for my engi).
Yes I know it is not popular demand. Taking privileges from most, and giving boost (not even big one) for very small part of people that would like for healing power to be viable choice.
Did I ever said I want to be dedicated healer?
I loved Healing infused bombs, but hate new first aid kit’s healing blaster (Healing guns are most terrible designs made).
Few times I criticized lack of availability equipment with Major Power, Minor Precision, Minor Defensive stat. Even Zealot is almost impossible to get, and we still have monstrosity that is Magi.
Yes. Lets break one of the few mechanics that ranger does well, with their long lasting water field, so they will be even more unwanted. Not a ranger, but I can at least acknowledge them.
I honestly can’t even understand why anyone would complain about this. Unless they’re a pug wvw player that is always losing to organized groups.
The only part of that mechanics that ranger does well is providing water field (someone else will do most blasting). And if it is your selling point, then class have way more troubles.
It is bigger nerf to zerker staff elementalists (not like they are not OP or anything), and healing turret/mortar engi, bah even for thieves I would say.
“No Tank. No Healer. No Trinity. ONLY RAW DPS! YEAAAA!!!”
This is sad.
I was in many groups. I were in none meta groups, semi meta ones, and part of full meta. All I can say, that full meta was not only the fastest, but also the easiest.
Zerker meta is not slightly faster, and easier. It is like compare 100m sprint of professional athlete, with overweight 80 years old.
Playing anything other than pure DPS is not only not helpful. It often burden rest of team, as other statistics scale badly compared to damage stats.
Being more tanky supposed to make content easier, but I didn’t find it true. Running CoF in cleric gear was more often curse than blessing.
Longer fights don’t mean they are easier you still need to use your active defences, because there happen “big bang attacks” that have to be dodged, and after your defences are used up then you have to wait for them to recharge (zerker group often finish boss, before it happen).
Is it possible to finish all content, some would say yes (I would love if someone can provide arah p4 with nomad party it would be fun to see, well part of it because I don’t have eternity to watch), but is it worth it?
Playing non-Zerker is like playing Neverwinter, and not buying astral diamonds.
Is it possible? Yes. But on every step you are reminded how much easier, and faster would be if you were. If you don’t it can change into not nice experience.
Decrease base healing, and increase scaling.
Why?
Because as supplementary healing mechanic it should be less useful by all these zerkers who didn’t invest single point into healing power.
It would increase viability of more healing power focused bulids. Currently healing power scales terribly with this finisher (0.2 -> worse than water blast elementalist AA), while having quite high base healing values.
“But this is nerfing healing I supposed to heal myself”
Yes. That why every class have their own healing skill, but as I stated it is supplementary mechanic, additional to core healing mechanic, so it shouldn’t be as effective for those who not sacrifice a bit for it to be powerful.
“How?
Lets say we begin with 700 healing done for 0 healing power. Lets say exotic primary healing stat set would provide this same healing as it is now (around 1250 HPow if i looked correctly, 1570 Healing)
With this we have enough data to equate scaling parameter, that would be 0.7.
Now ascended, runes, and other stuff would be “scaling benefit” for people who invested more.
For clear info it is 700 base and 0.7 healing power scaling, and it would require 886 Healing Power to produce previous effect.
You can make use of that green cactus thingy. Cactus corn bread, and No…<green cactus thingy> Saute grants +20% boon duration. (thou they can be a bit overexpensive with crafting mats… but golden dumplings are expensive anyway).
Bunker down have chance to proc on critical hit dealt and received (I don’t know how ICD work then, but something telling me it have separate CD). It is good trait but it has it issues. To get bandage you need to go step forward, for enemy to trigger mine it is often required to go step backwards.
But is boring!
It is sick and wrong that of these all weapons there is only one usable in PvE. One of “selling” point for me was that there are multiple weapons for each class, unfortunately the differences are enormous, and the utility that is provided by other weapons (that should be utility focus) are way outclassed by raw GS dmg, and even these utility that GS provides (super mobility for warrior).
Welcome to GreatswordWars, where Gratsword is your answer to all questions.
I am also missing. Just even scrapped my cleric armor, because it was useless in current state of healing.
As I am always saying. I could trade EIB for first trait draft that they provided (blast on healing skill, healing on blast, and MDF). Unfortunately they cut blast on healing skill, healing on blast heals pitifully, and MDF is the saddest joke that I ever seen (Elementalist have better GM minor in water).
So I want my EIB back (just scrap MDF entirely, or scrap GM minor and move there MDF – it would still be quite sad skill).
And about whine that it would be GM skill only usable with specific kit. We have these.
Shrapnel is only usable on granade kit (also grenades are better at using every proc)
If it supposed to be for organised guilds only then throw away usual daily spawns, and make it only guild summonable…
I did math. There is no way you get double dmg with criting (maybe with full ascended (wait why I am running this one again), 100% up banner, 100% up fury, and ranger buff → but still there is downscaling on map and precision+ferocity downscale badly, and asc supposedly don’t count in below lv80 content (hmm… I need to check it myself…)), not to mention you can’t count on other random people.
Also what about not DPS centric builds? If you bring support orienting build you will be burden in any world boss (out of my 6 characters only 1 is fully PvE meta).
Not to mention weren’t they supposed to be doable by people “at level”, with level appropriate gear?
And what happens when Anet finally “rebalance” (nerf) condition damage.
Honestly after changes I didn’t bothered with Tequatl. I did organised TT (we still finished decaping with less than 1 minute left → we needed extra minute).
Did some other world bosses Shatterer is bigger piniata, behemot also takes like 2 time longer, because crit spot is unreachable.
More HP is not making world bosses harder (not like they are hard, even TT is not as hard as people saying it just need high organisation, but mechanics are easy). It makes them more tedious. Or by hard you mean people dying out of boredoom.
For now I am highly disappointed in this patch.
Also would like po point out, that even with Berserker (mixed asc + 5 exotic armor pieces) equipment at level 80, banner of discipline and Fury I don’t double my dmg. I deal 93% more dmg.
And would like to say that again I have berserker with most ascended gear.
Next one is scaling… precision and fury scale badly with levels. On Godslost Swamp, with these same buffs I would (if spot that is critable was accesible) do only 46% more dmg.
Not to mention only fraction of people will go for “crit spot” I called spot on Shaterer and maybe 10 people came to me for free crits…
So burning is in state of rework for being op.
I wanted to post this idea earlier, but changes were final so I didn’t bother.
Burning - Idea to make every burning foe to deal small amount of dmg to people in small radius (I would call this pulsating effect wildfire). These dmg are counted as condi dmg, but don’t cause burning themselves.
Role – pulsating AoE condi dmg. Weak against single target strong against blobs.
Why such change -> because after changes burning become boring bleeding 2.0. All other conditions have their nice secondary effects.
Balancing means – Burning dmg, Wildfire dmg (1/3 of burning dmg, don’t affect base target), Wildfire radius, Wildfire number of targets affected (3-5).
I would begin from that (ok I am not good here) -> 2 burning people standing next to each other would take dmg equal in number to bleeding (on them both). So single burning person would need 1 more person to deal equal dmg to bleeding and 4 people to double bleeding stack.
and quick repair
Poison
Because poison no longer stack duration, and healing reduction is flat regardless of number of stack, we could mae slight healing reduction scaling.
Base 25% + 1 (or 0.5)% per stack. Max healing reduction (40, or 50 %).
EDIT: Ok… why did I posted this in engi forum… if it is possible I would like it to change to main discusion forum…
(edited by NiBlack.3149)
Lol… have you seen how hard have mortar been nerfed (28%). It hits for less than prepatch nades auto.
“Organised tequatl, 5k AP, gear check Berserker/Rabit/Sinster”
So they just gutted usefulness of other gear. Or should I say made that not dps gear becoming heavy burden in word bosses to others…
Logged in and felt the change hard way…
Not the fan of it. So long range dmg got heavily nerfed (even compared to pre-patch nades).
I wouldn’t say fields are strong. Can be useful, but not strong (especially since it is only projectile finisher). Especialy since they don’t provide anything after they are on ground (except ice field).
It looks like they want to return to nades only usefull explosive weapon. Nades have the best dmg (they have lot of condi dmg), they are best on stacking vunerabilities, are better in using aim asisting rocket, and are only weapon that can use shrapnel effectivly. Not to mention their traits don’t compete against each other.
First think they should do is repair broken conditions (and lag on word bosses).
If it supposed to be “field gun” then call it WATER GUN remove any dmg, and only make provide LONG lasting fields → 4 seconds are laughtably short (and don’t telll me to trait it to make it any use, because EVERYTHING should have use even without useing traits).
(edited by NiBlack.3149)
Something strange… I run
Explosives: Glass Cannon, Aim Assisted Rockets, Siege Rounds
Inventions: Overshield / AMR, Sothing detonation, Bunker Down
Alchemy: Protection/Invig , Regenerator ,HGH
Equiped celestial armor with travelers runes (rampager pistol and shield – coz I didn’t got enought materials), and mix of cleric and celestial jewelery… (well engi is one of class that can use all the stat).
and my survivality is unbelivelable… also dmg with ton of might stacking is great. Without problems I can take veteran Karka.
I don’t even use all my things. I thnik there is something wrong with bunker down.
Oh and also Fragmentation shoot and mortar is not counted as explosions…
Got completely slaughtered…
Lets look at 2 sharing healing triats.
Soothing detonation -> it is 340 healing base with 0.2
well… even stupid water blast (staff auto attack) is better (372+0.25). Great. You made trait weaker than ele AA. Or it is only balanced around best possible scenario -> quarduple blast finisher on water field on 120 sec CD.
Honestly when I was thinking about CD ability I thought that this one should have ICD (so you won’t need to balance it around best possible scenario). And I still wouldn’t see bigger ICD than 5-10 sec.
Medical Dispersion Field -> OUR GREAT GM Trait that heal all around us for whooping 12% on 5s coldown.
so lets soothing detonate our water field… WAIT… these are 2 healing. So lets count water blast finisher, as it is 1320+0.2. That is 158,4+0.024. In other world with 1000 healing it is around 182, and it is less than 2% of anyone’s health.
Only AED lethal dmg would heal for any meaningful number (more than 1k).
Also it is messed by dolyak runes, backpack regenerator…
This skill is not worth calling gm. Maybe minor, but for sure not major. Elementalists have better trait as minor (aquatic benevolance -> 15% outgoing healing -> No CDs etc.).
lets look at new medkit.
only skill that count as healing (for sake applying regeneration) is f1 (17sec CD).
@devs – I was watching stream, and now I really don’t know what you were exited about.
Well it is time to scrap my cleric gear. I won’t need it anymore.
You mean specific “none meta” setups. It is nice when everyone looks the same, work in the same method, with this same stats… SUREEEEEEE…..
EQUIPMENT DON’T PROVIDE BONUS ~30% STATS, THAT IS SUPPOSED TO
For sure jewelery dosn’t.
So precision got increased to 1k… As same go for threshold so it still only provide 4% crit chance.
Wasn’t this supposed to be “we are taking your trait stats, but we give small stat BOOST in compensation”.
For my engineer it meant I will loose some base, but probably get some more defensive stat and precision… But precision don’t provide me anything so it is nerf.
Well healing power, ferocity, and condition dmg didn’t got anything (well condition got broken).
my Engi with secondary power (and lot energized armor triat) lost more than 300 power… and will hit now like wet noodle…
Is it suggestion to reroll for yet another berserker or (maybe sinster/rampager)…
But let be honest… Is it SO hard to code? This is minor, and quite safe (won’t make character expode… but would be funny). I would like such change.
For some it may not be the problem, but for some it is (and it was even before Guild Wars). Friend of my during vanilla WoW Molten core raid had to use some potion that changed his body (he was playing Tauren). Some people even make fuss about how big are weapon models in FPSes).
Rip elixir-infused-bombs
So I got kicked of the Tequatl in the last dps phase, and got angry. because it is more than 30 minutes of preping for it (getting in the good map, and doing my stuff) that I got totally no contribution.
I dont ask for much. only 2-5 minutes where when I relog to the same character I will ALWAYS land on this same map. For it only working if you logout, or disconnect (you loose your “reservation” when you change map, or character).
Also party is hardly worth anything in this cases as once I got kicked out of map even while being in party, and at least once I was in party when someone other got kicked out after dc.
Usually could let it pass but today I really have bad day (weather, don’t feel well, and upcoming gutting one of my character)…
Direct damage formula supposed to be (by wiki):
(Weapon strenght * Total Power * skill Modifier)/Total armorIf I am correct then asc increase weapon strenght and Equipement Power by 10%.
When we compare this to exo it will leave.
1,1 * (1,1 * Equipment Power + Base Stat Power + Buffs Power + Runes Power) / (Equipment Power + Base Stat Power + Buffs Power + Runes Power)It mean dmg increase is at least 10% (regardless of stat set), and a bit more depending how much Equipment Power one have compared to Base Stats, and temproraly buffs.
If you don’t have any power on equipment it is 10% more direct damage.
If you don’t have any buffs and have 1k Equipment power (equals Base power), without power on runes, then you get 15,5% more direct damage.I’ve given a real example just a few posts above. Your formula is flawed as it’s actually weapon strength * power * skill modifier / armor. You’re adding the stats to the weapon strength, which is not the case, and the difference isn’t as kittenhown in the numbers above.
So you are saying that Weapon Power (that is one of weapon statistics) that now equals 5% more than exotic, as other stats. Won’t be increased to 10% to match with other statistics… Interesting.
Also Your example is one of the extreams, as Base stat is significantly higher than stats provided by equipment (it works like you only wore +pow on weapon, if you start doing math with other equipment equipment than you will see diffrence).
Direct damage formula supposed to be (by wiki):
(Weapon strenght * Total Power * skill Modifier)/Total armor
If I am correct then asc increase weapon strenght and Equipement Power by 10%.
When we compare this to exo it will leave.
1,1 * (1,1 * Equipment Power + Base Stat Power + Buffs Power + Runes Power) / (Equipment Power + Base Stat Power + Buffs Power + Runes Power)
It mean dmg increase is at least 10% (regardless of stat set), and a bit more depending how much Equipment Power one have compared to Base Stats, and temproraly buffs.
If you don’t have any power on equipment it is 10% more direct damage.
If you don’t have any buffs and have 1k Equipment power (equals Base power), without power on runes, then you get 15,5% more direct damage.
I have asc axe and mace that I will be keeping in my inventory from now on… Will be running full meta now (GS + Bow, because rifle have trouble to hit some stuff, that supposed to be easy to hit). Offhand axe was joke in 99,9% situations anyway. Main hand axe can’t compete with new GS trait + berserker’s power.
Hey guys, as I don’t play much PvP can someone tell me how looks ham/bow. During first presentation devs were very exited about it.
Well to say true I am not super meta runner I keep only one close enough to meta character around (for random runs).
This hurt me more, because I don’t see switch in dungeon meta, but it hurt my none meta build.
Yes warriors crying around banners, but banner trait supposed to be baseline now (even when devs forgot it).
Engi vulnerability stacking with nades will still work. Thou knockback on turret explosions is bad for PvE.
Eles while I ran 4 trait trees I don’t think changes will greatly affect. Especially if we take that Ice bow got buffed, blasting staff supposed to be baseline.
And I hardly running anything else.
I will say that I am highly disappointed in changes. I am PvE player.
Not that they are completely bad. They just completely destroyed my engi playstyle (I have something in mind, but is different playstyle).
It looks as all was designed/balanced around PvP/WvW, where I don’t take part. There are nice new tools in ‘tool’ tree, but I am not interested in ‘stealth detection’. GM minor explosive trait is probably nice in PvP/WvW, but is terrible in PvE (Everyone “loves” these knock-backs). Only 2 traits in inventions that I am really interested in are competing against each other.
Also many warriors complain that they are only able to build shoutbow (with changes to conditions I expect they with their quite low condi cleansing will cry). I myself am looking at 2 weapons GS and Axes. Why Axes are GM trait, and they compete with berserker power while GS will remain “king” as forceful GS > Axe mastery.
There supposed to be changes to conjured weapons. But I didn’t expect it mean buffing icebow. Also Elementalist seems to got most of “combining traits” and they weren’t exactly the weakest of the classes.
I would also liked to point that that there is only 1 week ‘till “deadline”, and we still don’t know what are ICDs. There was lack of some art (med kit).
I expect it to be huge trainwreck.
I am one of the wierdoes that use elixir infused bombs in PvE.
When they presented first draft of changes I was pumped. Ok I can resign from my speed boots, and elixir infused bombs when I get blast finisher on healing skills, healing on blasts, and distributed healing. The question were of course the internal CDs…
Unfortunetly, this draft suck.
Inventions line have few problems…
They took haling on blasts, and movment speed in this same level.
GM minor is bad… 250 healing power really.
I don’t like any of GM choice. I supposed to be interested in MDF but with ICD this skill become simply bad. Maybe there would be exploits in WvW, but really.
They gave example that if you get 8k healing you will give out 1k. Ok, but tell me what skills provide 8k healing. Maybe AED, and maybe full healing turret combo on full healing build (in other words long CD skills). I could gave out 1k healing in less than 3 seconds with elixir infused bombs. Not to monition this skill will have terrible synergy with backpack regenerator, or even any occasional small heals.
What I want to change. Move MDF as GM minor trait (it is way more interesting than Healing Power), and give back elixir infused bombs (simple).
Ok now lets look at some other skill changes.
Med kit
Won’t change a thing. Still nobody will use it. It is cool it gives boons. But really 2 sec Resistance like it would made a diffrence. Most of healing is STILL single target.
If we look for “wonderful” healing gun we can see it numbers. more than 1 second cast. Healing on lv 80 is 110 +10 per boon -> NO Nobody will ever use it. It is worse than water bolt.
I will still stick with healing turret.
Mortar
Well it looks like another swaping kit. A bit selfish. For sure more useful than old one.
Explosion GM minor trait
Well this I don’t like. I see it being nice in PvP, but as I said I am PvE player, and there is nothing more annoying than knockback (everyone love bearbow rangers that overuse point blank shoot).
It happened to be my problem as except turret detonation and supply crate other blast finishers made knockback, or self displacement, so often I just didn’t use them.
For sure it will be much harder to fit into “semi-organised” dungeon group.
In grand scale of game the toughness provided by untrained shield is around 3% dmg less (if my math is correct) with exotic gear that provide no additional toughness (if you use gear that provide toughness then relative dmg reduction gain is even smaller).
Leveling – Hammer
Before I got enough SP to get hammer, leveling Ele was one of the most painful experience that I ever had. With low hp/armor class it is just hard to level without constant blind.
PvE – Hammer
Constant blind make 99% of none legendary / champion monsters truly trash (the 1% is mordrem targriffs).
Ok… The problem is that good berzerk meta group is able to kill most bosses in duration of 25 stack of blasted might.
I understand that berserk supposed to kill faster. But the truth is that berserker don’t give up almost anything (normal attack can be ignored even with berserker gear (especially if fights are super short), and big attack have to be dodged regardless of your stat set (you will get downed or will be close so even these weaker attacks can be dangerous).
It mean that except for knowledge how to effectively blast fire fields (and team that can do it (why does necros and rangers are bad in dungeon environment)), you don’t need “way more skill”, or more coordination.
If someone ran with team that can’t provide enough DPS, then he knows that after they got their active defences depleted then team is starting to run around kiteing boss and waiting ’till their defences regain. It is usually quite chaotic. Something like this but less chaotic I would expect of good “glass canon” group.
Another stuff that would require change is blindness. It is easy button against trash. If anyone ran CoE then he know that at beginning are few elite icebrood wolfs that hit quite hard, but then boom with skills that provide constant blindness (Lighting hammer, sand storm, smoke screen, gun – black powder, and to lesser extent smoke bomb, and well of darkness) you are able to easily clear this encounter without any dmg taken). There should be lowered effectiveness for chain blinding, so “ohh these minions hurt aren’t they, maybe time to think, and not go Leroy Jenkins”.
The simplest answer would be how would I imagine difference with “glass cannon” group and “hard” group.
- Glass cannon should kill bosses faster, but they would probably require 1 or 2 phases when they need to kite (maybe using ranged weapons) to regain their active defences (and recover hp → maybe even use 2 times their healing skill as they didn’t put single point into healing power) and return to “high dps phase”.
- Hard group should kill boss slower, but more safe. Their dps phases should be much longer as they are hard enough that they can wait through their active defences to recover).
In My “engineer fantasy”, Engineer never was hyper mobile. So while I will miss power shoes, I won’t rage over it.
And still pointing out that with these changes healing turret will get massive boost to burst healing (It wouldn’t be strange if it would be able to overheal some of builds).
I don’t think they will make it usable in point blank area (especially with blast on AA). But they can make it more powerful, so it will become ranged alternative.
I would happily welcome changes that would even make it powerful enough (very powerful) for kit swapping to be suboptimal (I never was a fan of kit juggling), for price of “after moving, you need 1 second preparing and standing still before attacking”, as I never considered mortal to be “mobile weapon”. It would made it situational weapon, that work great in specific situation (as I would think about elite that have 100% up time). If you want to fight in point blanc then you would use bomb kit, if you want to do some mobile short distance fighting then you go for grenade kit.
Not only with engineer (guard and warr also have very long skills CDs).
The problem is that it is balanced around PvP, where controlling effects (#5), and invulnerabilities / reflections (#4) are very powerful.
Chain stunning is not fun (especially since some classes have limited access to stability / stun brakers).
Similar stuff goes for invulabirity skills. It would be bad idea for these skills to have CD comparable with some burst CDs (it would mean you can block every or every other big dmg skill/combo).
Isn’t “nades” like meta already…
With condi changes maybe rampager/sinster, hybrid builds will appear.
Also I always thought celestial works well on character that effectively use most statistics (like engi).
There are some problems when you think about this.
Changes are looking like healing turret combo will be even more powerful (all depends on internal CD of invention traits), and this all is burst healing (delivered in very short time span).
The problem with first aid kit is that we don’t know if #1 will do any dmg. If not, then it will be glorious healing gun (“I curse you TF2 for this terrible design”) with likely terrible scaling (as most healing skills so they won’t provide invulnerability), and we will end with equipment that deal no dmg, and requires constant using it to make meaningful healing (something like water bolt/elixir infused bomb but without dmg factor)
We also don’t know if it will affect self. Cone skills that affect allies (fumigate, guardian cleansing torch breath thingy) don’t affect caster. It can be part of skill balancing factor – it will provide better healing to teammates, but on yourself you will need use that very slow self bandaging.
Still. Engi trait tree remake was in very early stages, and it is hard to tell how changes will finally affect “healing skills”.
I can say since yesterday some stuff didn’t reset at all.
I done atherblade JP for chest (mostly because I look for blade shards) and it didn’t reset, and I did it more than 12 h ago (servers supposed to reset 1 AM cest).
This same goes to rich iron node in brisbane wildlands near gallowfields waypoint…
My feedback…
I was only on first test phase (time issues).
I didn’t played Rav (as I am not highly interested in it). But I have to say their utility was quite good (long lasting stability+swiftness, blast finishers, too bad their weapon (I think) have air field wasting these nice fire fields, that I provided.
Stress part. During initial day events game was very (too much) unresponsive. When we finally moved to other events it became better, and when we finally reach temple at south there was no problems.
Masteries are ok… But require way more tutorial (At first I didn’t know how to learn them etc.). I liked that I really was interested in fungus tree (as fungus were availble all around the place). Still went with my feather fall… sorry I mean glider (a bit short duration but was enough)
Events were fine mostly, but we didn’t done anything big. (We didn’t kill vine guarded by troll).
The one with clearing entrance to temple (waiting for explosive charges) was way to long. If it is due to scaling then you should consider not scaling timer, but making more (more powerfull) monsters to spawn.
During night we keep our temple spawn (most people went somewhere), but it didn’t provide us any nice loot, even with getting supplies, and rescuing people. After night ended it looked like (test ended) that point was lost anyway. If I am correct it should work like checkpoint in event chain.
The major problem with this area is… Lack of meaningful loot, or it takes very long to get one. It have chance to become next silverwastes with people taxing from “almost done” to next “almost done”. I consider it as problem.
Is there possible to make more feminine outfits for female asura/char… Yes
Fancy winter outfit have gender variations… And you know what… They are not “overly sexualised”, or creepy.
Will leave it here.
https://wiki.guildwars2.com/wiki/Fancy_Winter_Outfit
Problems with zerker is it inner (micro) synergy, and macro synergy.
Micro synergy mean that every point of Power increase effectiveness of Precision and Ferocity, and every other way around. So increasing more in all of these at this same time gives bigger benefit, than mixing.
Macro synergy mean that zerker geared people work better with other zerker geared people, because if enemy don’t die in this 20 seconds (when active defences are available), they start to drop like flies. In such environment every not zerker is at least frowned at, and more liked to get boot because of gear.
Other problem is lack of gear that provide minimal dps loss (major power, minor precision, minor toughness/vitality). We have valkyrie that is close, but ferocity without precision or critical strike bonus or fury 24/7 is simply bad stat.
And lets be honest sets like magi, or nomad are simply horrid (ok you could try to use nomad as bunker with 0 kill pressure)
When I look at crafting I see it supposed to be more like free form (with 8 main stats, and 8 crafting components determining type of equipment)… Too bad they didn’t used it.
Final gripe is that stats don’t scale this same way. As I said Ferocity is bad by itself. Healing power is even more laughable. With even these “big” healing skills having scaling comparable to single auto attack scaling.
And you know what… I understand it in most cases… Because we want to kill this guy some time today. I really would like to axe base healing and increase healing power scaling on water fields combo finishers, as they are supplementary to class mechanics and not core.
Also why not to give this stat some “supportive” power. Additional small bonus to boon durations (10-15% with full set).
Oh and for nice combo for draft engi:
Inventions have quite nicely synergistic healing stuff.
Healing turret (F1) → water field
Deployment of Healing turret → Base healing + Blast Healing + Blast on Water field
Instant overcharge → Healing + water field
if it counts as using healing skill then additional Blast Healing + maybe Blast on Water field.
Turret explosion → Blast on Water field + Blast Healing…
It should boost burst healing by quite big margin…
Not to bash, but I really don’t think Anet will remove minimal range on mortar, and give free blast finisher on mortar AA. (It would be too powerful even without healing blasts)
Some advices…
- Find secondary reason to go to Silverwastes/Dry Top – Maybe it would be good time to get your Luminescence gear or Ambrite weapon set.
- Kill as many creatures as fast as possible – seems easy, but merdrems are quite tough, so I prefer dry top. If you are grouped you don’t even have to kill, just hurt enough to get kill contribution.
- Sandstorm is your friend – every hour at begining of sand storm (X:4o), and in the middle (X:50 / 10 min until end) there is spawn of dust mites south of first way point. In most maps there be huge crowd waiting for this spawn. Due to scaling there will be many of these spawning (it is the most effective farm). Just get guardian with staff, or engineer with bomb kit and this forgotten trait “forceful explosives” (you don’t need to perfect your build, you just need to hurt them) and spam 1. You can try to also farm Haze, but there is a bit harder to farm. Still during these around 15 minutes you will get tones of kills. Now you get around 40 minutes to do as your please…
During sandstorm there is usually 1 drop on the map (So like 1 in 150 people). Once I even seen 3.
PvE → No Brainer. I don’t see any drawbacks.
(I am PvE player)
(these are outsider point of view)
WvW → Chronomancer offer lot of utility (I would say more than base class) . With EXCLUSIVE buff, that make you act faster. It is much easier to use stuff in chaos.
Specialization should work better there.
PvP → Still offers lot of utility. While maybe it have higher skill cap, the counterplay seems also very reactive.
There is one thing about high skill, high reward design. It usually leave lower rewards designs behind.
Well… Shield have phantasm…
Honestly these shield skills make my warrior cry in comparison how Kittened skills have warrior there.
I am also concerned about balance. Because what they now showed looked like totally no brainer.
They didn’t said if they disable any weapons, but what they showed and were talking it look that only possible weapon to disable would be GS/focus.
PvP / WvW only…
Even with changes I don’t see using it in PvE (without heavy base CD reduction)… They really should differ PvP/PvE balance.
They also removed +Toughness on it (always this few % dmg more).
For me it would be strange if they didn’t trow it to baseline.
They probably didn’t talk about it during Stream, because they lacked of time.