Jenna Gracen – Scrapper && Merit Sullivan – Guardian
Daenerys Ceridwen – Druid && Vexia Gracen – Chronomancer
I was wondering why my Revnant cleaned out everything in seconds… I agree with them bringing it back to how it was.
On the other hand… the Legendary Wyvryn seemed harder or maybe I just had a bad group. He kept taking off and that entire cliff was filled with fire! There was at least thirty of us there. I never once was downed or died on it in past weekend but this time I kept dying.
Since no one else started one, I will:
I am extremely grateful that Unyielding Anguish no longer displaces mobs. Now I can leap in and do damage instead of leaping in and having to run to my enemies to hit them again. Additionally, the 30 power change is perfect to let me use it three times then swap legends.
For the elite, I could not tell if the torment was really doing much, honestly. But it is better than it was and I am certainly using it now (I never bothered with it before).
Roy, I agree with your sentiment of torment is rather lackluster in regards to stationary targets and needs a trait to boost it instead. I would say to drop Pulsing Pestilence entirely (because we no longer gather conditions onto ourselves) and put something there that basically says “Increase standing torment damage by 50%”. Then, to stay in line with how you did traits (pun!) you can move Bolstering Anguish to the bottom.
As to the changes to poison triggering more (when torment is applied): The ICD of 20seconds is ridiculously too long. You see it happen maybe once a fight, which is arguably useless. Maybe ICD of 5-10 instead and swap it with Frigid Precision?
Regardless, I am much more Hyped to have a Revnant as my main in 21 days
Yeah, while it is awesome to get some more damage through poison, and it seems to almost be the better of the adept traits, the ICD is excessively high and was making me constantly wander why I had almost no poison damage on targets. Fights end in less than 20s… so you get one poison for one target for one fight? That’s just silly. ICD can be something like 5s and it would be fine.
All right, so I was purely just trying to test the changes to gravity well, as it is the skill that really makes me want to play mesmer… Also, keep in mind, I only do PvE.
So. I get that it keeps going through alterations on what the pulses do and, well, I still like what we saw in the first one most. Now, the knockdown is usually ineffective or does very little, the float is so short-lived as to not even be noticeable (I think Karka Queen got a whole cm off the ground compared to like 3x that in the first iteration which was beautiful to see), but the final pull is nice to help group mobs for aoe’s of other wells..
What I would like, if possible, is two second pulse of float then that final pull. That sets it up to do the final damage on anyone inside. The knockdown is fairly pointless in PvE. We are better off with something that applies confusion like all our other skills do (Confusion would be from “omg black hole!” kind of thoughts). Well, okay, never much cared for knockdown… it does so very little in PvE.
Or, if you really want that knockdown, float, pull sequence… then at least make the float two seconds (increase to four seconds. 1 pulse kd, 2 pulses float, 1 pulse pull).
As for PvP, you just evade the float and you are basically good to go… so no worries on too much cc… I think
As for the shield… I am liking it but not sure if it will be worth it for condi mesmer :/
I used to main engi, necro, guard, ranger… now it will likely be revn, engi, necro, guard.
My secondaries will basically remain the same.
Still not interested in my warrior
I noticed, when I was in Europe on vacation and looked at the site, that the game prices and whatnot were in the countries language. When I came back to the US, things were normal again. So, yes, they have region detection.
As for a work around… it would be nice if they had a setting for you in your profile
I got a full exotic Sinister armor set, spear, mace, axe, and two swords… and two earrings. Have all the tomes and a scroll set aside, copper-fed salvage-o-matic, watchwork pick.
Need to get something more mist-esque for harvesting and lumbering. Also need to get sigils and runes… tormenter runes are $$$
(edited by Pompeia.5483)
Considering I missed out on nearly a month when I was in Europe for three weeks… I did not think six extra chests was going to hurt anything >.> I am still behind the majority of the playerbase.
I think the only ones that would have any ‘ban-worthy’ actions were the folks creating characters for the first bit before that was blocked. Or so said map-chat that folks had done that (I am skeptical since it takes so long).
Realistically, the only thing that really matters is the +2%XP boost… and they can easily reset that to be the max allowable by this time so no one is unfairly ahead of anyone else.
and thats the main problem with ranger and their pets since release….
people choose them cause of the skin
why anet dont you detach pet skins from their skills?
Because having a pig flying around breathing fire would be very weird?
and now people choose the weakest pets only cause their are sooooooo cuuuuuuuuute and wondering why they are kicked after entering dungeons
^^ thats even more weird behaviour than breathing fire flying pigs
and btw we´re killing fire elemental with fire ….. the game is also weird out now
1) Killing FE with fire has always been the greatest amusement of mine and I specifically try to go to it, primarily, with my FT engi. It was one of the first things I noticed when I started playing GW2… elementals and creatures not being immune to their element or specific condi’s (like Earth ele’s immune to bleed) on a consistent basis. But I will abuse the hilarity and severe lack of logic for the laughs as long as I can. And I can assure you, my Dragon’s will be breathing fire on FE too.
2) Having the Fire Wyvryn completes my Daenerys character. You have no idea how amazingly exciting that is and happy I am to have two dragons with me at all times (Tequatl mini, too). I do not care, in the least, if it is a weaker pet or not. I theme all of my characters to someone from a book, movie, or TV show (not that I have anyone to RP with). I imagine this is true for others, too. It just makes the game that much more exciting.
well i hope so. Gotta test out my juggernaut on scrapper…and i ran out of transmutation charges at the reaper testing so yea.. lets hope
You have infinite transmutation charges in the BWE’s. All you have to do is visit the major cities and, through the “map completion” activity, you get a new one. Create a new character and repeat, ad-infinitum, until you are drowning in them. So, per character, that is what… one per race… so five, plus LA, so six per character. You have four slots to play with. Before you delete a char to test out others, make sure you have all the cities visited because the beta characters share the same account and transmutation charges. Minimum, if you make four and delete none, that is 24 new charges.
tl;dr: Stop being silly, there is no such thing.
I am really glad they fixed line casting and nerfed the stuff… it means people might actually try to use skill to kill bosses instead of broken glitches. Go Anet!!
I have mentioned the bug several times in game but it is hard to report a bug and take a screenshot of it happening while the animation is running… so here is a more formal screen-shot driven bug post.
Using unlimited harvesting items and flamethrower kit in all of these but it seems to apply to any kit that is equipped.
It has been going on for… at least a couple months. Just not remembered to post this
Well, Roy, I would appreciate more damage from torment with mobs in PvE (basically all of them in a zerg) because they do not move and you really have to spam mace #2 to get decent damage. Even solo, I applied torment to mobs that charged and just fire to ones that were stationary. Or I spammed torment and then kited… either way felt silly.
I get we cannot just make it another burn or bleed, but it is hard to justify torment in PvE with mobs that never move, especially in zerg situations and definitely with all world bosses.
I played my Revnant with Sinister and Sunless runes the entire time, ascended trinkets with rabid/apothecary for that tiny boost in heals/def. At first, I really was getting ownd left and right without mercy. I figured I was just being a noob. I went to Orr, wiped the floor with mobs before they could touch me… noobness confirmed. Then I went back to VB and continually fought from mid-range where I did not know the fight and melee’d where I did (only took me seeing it once or twice to have it down). I also realized that the ICD on the “Heal for ~300 every 5s on any energy-cost skill” was useless compared to healing ~50 for every hit regardless. That upped damage and survivability… then I rarely, if ever, even went down let alone died… and that includes all the event chains with lots of mobs. Only time I died after that was when I Leeroy’d a group of mobs around the vine because I thought I was invincible… hahaha, yeah… no. Oh… and if you have a full endurance bar, you’re prolly doing it wrong.
tl;dr: L2P
Go to top of crash, glide to vines to south-east, walk across them to wreckage, mastery inside… profit
I said it that way because a nerf implies altering damage in some way… the damage is fine. If you mean to get that displacement crap removed, then yes, I agree. No one likes it when the ranger uses their LB #4 to push-back enemies either so why the heck did they go and add another skill that does it?
Axe #5, with its tiny pull, guardian GS #5 with its pull, and mesmer focus with its pull are all perfectly controllable… but that displacement is frustrating as all hell. I am always having to spin my camera around to find where the mobs got displaced to.
Why? Besides the obnoxious displacement, what is wrong with it?
If I could take just the death-shroud skills from Reaper and use them with my power build… I would. But as it stands, I am not seeing any way out of taking reaper and going condi (as condi ups chill damage).
Similarly for Herald… I need the continuous heal of regen (even if it is tiny) mixed with all the other heal traits to stay alive (even considering I almost never have any endurance) as well as the might stacking to compensate for the loss of Unyielding Anguish.
For a shatter build… or condi build… on the mesmer, I totally see needing to have chronomancer. For a power/mantra build, you do not.
For tempest… I never had a problem with it and would use it over the arcane line, even shield is pretty cool, but I do not main an ele.
For DH, it ruins my current condi build so I cannot fathom using it, even if the bow is superior to scepter/focus… it’s not worth the trait line just for that.
For DD, my thief is condi… I do not see myself taking it.
I never liked my warrior… and, while the condi aspect of it is cool, it breaks my theme so I would never use it anyhow.
Unless ranger elite helps condi, I will not take it either.
Unless engi elite helps my flamethrower/condi, I will not touch it.
tl;dr: Do what you feel but, outside Herald/Reaper, I am not seeing a reason you have to take an elite spec just to compete/survive.
P.S. I just noticed the theme of condi on all my builds… maybe that is what influences taking a trait line or not… elite or not. They are pushing condi into meta and, as a result, only those elite trait-lines that support that concept are going to be good for people to take if they are moving into that playstyle.
(edited by Pompeia.5483)
To be honest, after playing through the LS2 and getting to use Caithe’s weapon skills, I was really hoping we’d get them. However… I have a condi thief using venoms and SB so DD is just not going to do anything for me with the staff or adept/master traits. I really like the jumping lotus that applies more conditions, however, but it feels painful to take the traitline just for that (I would have to sacrifice Trickery and lose out on my stealing-poison and everything around that).
I guess I was expecting elite specs to work well with any other build in some way. The only physical skill of use is the impairing daggers one, which is a good substitution for either ice drake or devourer since they do little but the others do not aid a condi build any.
It would have been neat if they had a line (sticking to that line theme they have) for condi, power, and support/survivability.
So.. what if all the mace skills were made to be ranged 600/900 like all other “ranged” condi weapons in the game so far? Is that an acceptable alternative? Sure, more weapon choices would be cool… but, looking at time-until-release… and considering there is tons of balancing left to do and two more elite specs, they do not have time for that. Altering the range on the current weapon and leaving skills as is… easy-peasy
What if we just made mace auto have the same range as the rest of the mace/axe skills? 600 or 900, I think it is. Because, currently, I am finding it only semi-feasible to melee on Revnant with my Malyx/Glint line-up (I would rather Malyx/N and have better heals but oh well). So, instead, I stay at ranged and only use 2-5. I still have decent burning and torment but it also gives me the survivability of not being in the monsters face and getting body-slammed (you know that frog) or burnt to a crisp by those wyvryns.
Sure, it does not work well on some bosses, like Megadestroyer or Golem MII, but it would give us that mid-range option (like shortbow on Ranger does) for condi.
Which makes me wonder… besides warrior (lb)/ele (staff), does any class have much long-ranged condi? I keep thinking most condi damage on all the classes is mid-range (necro scepter, ranger sb or axe/torch, thief sb, engi pistols, mesmer scepter). Guard gets fire on any weapon…
Considering that might stacking helps condi too… Herald feels required. It also has the only good heal because it is constant instead of tiny bursts on long cool-downs. If the mobs did less or equal damage to the heal, as an average, including considerations for dodging, then any heal would be viable to run with… otherwise, I really want that regen.
I just kinda wish mace AA was the same range as all the other skills in the mace/axe combo. I feel like, for a lot of the encounters, it is safer to stay back and use 2-5 exclusively because I just do not have the endurance to dodge roll all the face-smacking that happens to melee. I really liked that the game, before the new area, was most fun melee… now it seems to have changed away from that
If that was the case, I would not need Herald and could use three other trait lines… but I just feel it is required if you want to survive in melee.
I am master of levitation. :^)
Yeah, I reported several invisible floors in the game. Not sure what that was about :/
Personally, I do not care for the zerker meta… I want to play with what I want… and I aim for survivability. I came from the trinity games (Rift, WoW) and originally made my necro a tanky healer (with clerics) on purpose… and guess what, no one dies in dungeons with guild or pug runs. I sure as hell don’t, either.
The current problem, and the problem with all games… nay, life… is people are impatient. They want to do things as fast as possible instead of enjoying what’s around them, strategizing, and killing mobs as would have to be done if they were sitting at a D&D session with friends. Instead, they aim for high-DPS and use exploits (line-shooting with ice bow and friends, LOS-grouping mobs) and ruin any fun there would be in the fight.
There is no way around people being impatient and exploiting game mechanics (which devs only encourage by not fixing them) without resorting to content that requires multiple roles be filled. They have, at least, tried to force groups be mix of condi and power now, which is nice, and gives variety. If they want to try to push for every player to consider at least one support skill to help the team… is that such a bad thing? Too many players are out to get things only for themselves with no consideration to help others. That’s not a good thing… in games or in real life. That is why the trinity happened… to enforce the model of helping others (some of us like being healers in other games).
I think the majority of the player base ha enough experience tomes saved up from daily logins that they will be able to create a lvl 80 Revnant, or any other class, in under five minutes of HoT starting. Just log in… you will have plenty to do it with.
I agree with the OP in terms of it being fairly useless in PvE with the pull change. The entire reason I made a second mesmer so I can have one that is condi and one that is power was because of the float effect… now I am second-guessing that. I only PvE so it has turned into a useless skill… sure, the float was not a lot of benefit, but it made the game amazing and I considered it the best skill in the game solely for that. Even in the beta so far I have used it once in the two hours I played with my chronomancer. In BWE1, I used it every time it was not on cool-down!
As it stands, everyone that does PvE is just going to go back to using TimeWarp (or golum for solo’ing Asurans). It needs to have viability in both PvP and PvE… and the fun factor of float while still having the pulls gives it that. Please bring that back…
Make it so, number one~~
You can use gw2skills.net to read it all over and design things. That’s all it takes, really. Read what the skills all do, stack things upon each other, and then test it out. If you are surviving fine, swap to a little more DPS. If you are dying a lot, move to more survivability.
For example, here is the condi DPS build I have been running so far that, for the most part, works well. I blame my extended quantity of deaths on not really knowing the mobs yet. Did Tequatl earlier with no issues. I will test in Orr and Silverwastes later this weekend to be sure it is just me being a noob.
I primarily sit in Glint Legend and always have my heal, speed, and might stack going. When I enter combat, I use the speed one on some mobs and just wail with mace/axe and leave the actives to heal and might, sometimes with the f2 for added duration. I find I need the might and regen over the malyx legend pretty much exclusively though, but that’s because Sinister set is glass cannon. I never have energy problems but if it gets low, swap over, use the tele-displacement a couple times, and swap back. The toughness from having lots of actives actually helps a lot, since I tend to have four or five points of degen all the time. The elite is really only good for a double-tap to knock back as an interrupt. Fury is only good if you have a power/precision build (zerker) and trait that enhanced crit so you have 100%. I wanted to make a demon vampire on purpose so I am sticking to condi.
Once I have the average mob to about 50%, they are taking over 1k from ticks of poison, burning, and torment each with minor amounts from others that show up from fields of other players.
No, they made a copy of your base account to the beta one… so what you do in beta does nothing to your real account (including bank, achieves, gold, reward tracks, etc.
A coworker and I are planning to take the day off regardless. The only change will be how late I sleep in that morning so I can game as long as possible. Not that my coworker likes it but I want to be one of the firsts to figure out the new JP’s
Technobabble (Asuran racial) with the 5 stacks of vuln because of the daze with mesmer is plenty awesome to me… Almost makes me wonder what other classes are best with a certain race.
I was running around world bosses and telling map chat the boss was drinking too much Red Bull. It was the most fun I have had in game in a long time… I even thought I would make chronomancer one of my mains. No float though… makes me cry a bit on the inside. I think everyone else loves seeing haw epically amazing Karka Queen was when flying. She looked like an alien space craft. I loved every minute of it.
I was even going to make it the first thing I did tomorrow…. now I re-read this and see it was nuked off? SAD TIMES.
Use it like the one guardians have. Target something far in the distance outside the range of the skill (ambient creatures work well) and you jump ahead but will not enter combat. Thus you get the speed “boost” without the slowdown of combat.
Ah, thanks for that, Zok. I did end up using the cheating method previously mentioned and had passed it on to others that were standing there trying over and over to get it as well. Maybe next time I will level up gliding enough to use lean[[I was only 24% in when it ended).
I have not been a fan of the displacement stuff on Revnant from day one but, because it is essential to the condi build with those five stacks of Torment, we have to use it. :/
I never touched taunts as I want fewer mobs hitting me, not more. Nor slows at any time because I have chill and cripple to do that for me.
I will be super happy with this if I finally get to get my Ascended Zealots recipe’s for a reasonable price.
Needless to say, it has me making a Mesmer now with one of my new two char slots (the other for Revnant) so I can keep one of each char type but will end up with two Mesmers (power-mantra and condi-shatter).
On a super fun note. Anyone that was world-bossing with me yesterday got to see Ulgoth, Karka Queen, and Svanir Shaman fly after they drank too much Red Bull
That effect from Gravity well alone made it, likely, my favorite skill in the game!
I tried to use the Continum-Shift to prolong their flight but, especially for Karka where is it EPIC looking, they either move too much or die too fast so I agree on enlarging the radius a bit.
That sounds amazing and reminds me of the necromancers in Diablo 2 (I never played GW1). I do enjoy spamming heals on the little minions to keep them alive, even between battles. If there was a skin to make the little ones like baby Karkas….
It would also ruin the current JP’s so it is not going to happen :/
I know your feels though… I was double-tapping jump all over the place. And foolishly jumping off high ledges expecting to glide to the bottom.
Yeah, I never bothered with the elite skill on malyx and only used the one on shiro to escape and heal. Otherwise, the energy cost is not worth the overall gain.
I played with a sinister armor and weapon set and, yeah, it is really nice to see those ticks of torment at 1900
I only hope the new JP are many and diverse, and have a decent reward. I love JPs, but until now, every single one have left me with the feeling that my effort wasn’t recognized at all. JP chest are truly crappy, compared with other (way easier) game challenges, like champ farming, boss chests or SW chest train.
The other problem with giving us better loot for them is because of mesmer portals. If they always used checkpoints or somesuch to stop the instant reward by a successful mesmer, perhaps they could give us more than ten achievement points and a standard chest.
Confirmed of getting the item but not sure on any mastery points as we do not have the bar or space for it in hero panel.
in Guild Wars 2: Heart of Thorns
Posted by: Pompeia.5483
I feel the same way for Guard, too. I would rather use the bow than scepter/focus for ranged with my current GS build because I really do not like the trait-line. To me, it takes away from the aim of being a power/burning build that I have and the survivability of GS. There are no traits in that new line to assist with burning but the Spear of Justice (or w/e it is called) would work better for it.
I would love to use my necro with the Reaper Shroud because she is all melee but I hate losing out on one of my other trait lines just to use it (Spite, Blood Magick, and Soul Reaping are all essential for survivability and damage). In order to use the new trait line, you basically have to go chill/condi in order to maintain the same damage output. The greatsword is just not my thing… I want to get in the enemies face and, essentially, bite them and drain their life, so, again, the new trait line does not fit well. But the giant scythe? It makes up for the insane nerf to death-shroud we all suffered with trait rework.
Same for the Chloromancer. I think it works well with shield and synergizes with the shatter-type builds but the wells are not spectacular enough to take the entire trait line for it. I used to use a mantra build but, after the trait-change, stopped playing it. This will let me pick it up again and use a tormenting shatter build but I feel like I am really only benefiting from the two main trait lines and the shield. Of course, I only used the one well, but I really need the shield for survivability. Maybe there are builds out there that could use some of the wells and not want the rest (support?).
As for the Tempest… after the last patch and how they nerfed the heck out of the arcane line, I am fine swapping that out with the new line and it synergizes quite well (I was really enjoying playing it and did not feel like my other lines were taken away from or my overall build was nullified just to use the new weapon. Dagger/Warhorn seemed more fun than Dagger/Dagger. So far, this is the only one where it is okay. However, locking down a weapon to the trait line seems silly. We always take other weapons regardless of the bonuses in the trait-line, why should it change now?
I would love to think they will monitor the game, see how many people use the new trait-lines, and potentially allow this customizability but I will not get my hopes up. I guess we will see if things change in the far future to allow more variation in our builds rather than falling down the funnel of one-build-for-all crap that WoW has going for it.
P.S. There is almost zero customizability in Revnant, which is what worries me they are going down the route of noob-friendly gaming where it takes no effort to come up with a build that works. I like that the mobs in the new area are challenging to defeat… but without customizability in the game, with multiple options that actually work and allow the player to play how they like to, it is just going to became another cookie-cutter build game where you take a specific build or you stand no chance (this is why I quit playing WoW).
Knowing that I have never liked mesmer before and do a horrible job with them (I have a mantra-mesmer)… then I come into chloromancer and mow through mobs like they are nothing points me to the idea it is still a bit too powerful (as others said in here). I do really like the shield though and have this build running through the new map. It makes shattering even easier because the Alacrity does seem to help cool-downs.
I ran outside the beta map and did Jormag. At one point, I hit the Continuum skill (I was just spamming all my shatters for the torment) and ran up to Jormag, forgetting about it (it looked like the skill was on cooldown). I got all the way up there and hit him a couple times and got flashed back to the camp. Is that a glitch, perhaps, or intended mechanic to last that long? I think we all know you cannot make it from the camp to Jormag in under a second…
You are good. But I just keep falling from the cliff when I need jump to get a master point
Build up your basic gliding mastery and glide to it. I’m still trying to figure out how to get the one on top of the rocks.
You use updraft with the fire-smoke from the wreckage below to float the extra few feet up to it. Unlock that first.
I watched so many poor souls trying so hard to get it and kinda laughing inside because of how obvious they made it (to me) but hard to figure out to the average player. They should prolly add a description within the mastery that mentions you use the heat from fires (you see them all over) to updraft.
I have unlocked updraft, but it does not work for me. I tried it right after reading your post.
If you stand near/under it, jump/run angainst the rock and press F at the same time. Maybe you need a few tries to find the exact position und timing. After a few tries it worked for everyone in my map.
Hmm, that is disappointing then. Maybe it is not fully functional or glitched? I cannot believe it is their intent for you to spam ‘F’ and get lucky
I have yet to unlock updraft so I had not had a chance to try yet.
When you start the new story in Verdant Brink, run up to the ledge as required. Then jump off and glide to the camp below. Every time, Braham Eirsson will be stuck on the ramp somewhere in his trip. I repeated this on two characters.
I used this Bouncing Mushroom outside the village and went up to a landing with two vet spiders. I started fighting them but dodge-rolled off the edge. I went back to the mushroom in a hurry to return to the fight before they reset but found this error.
Basically, I was stuck spinning like a rolly-polly and could not jump or re-activate the BM again. Eventually, I managed to move (I was spinning camera looking for a direction that would work) but my skills were still gone (second screen) until I used the BM again.
You are good. But I just keep falling from the cliff when I need jump to get a master point
Build up your basic gliding mastery and glide to it. I’m still trying to figure out how to get the one on top of the rocks.
You use updraft with the fire-smoke from the wreckage below to float the extra few feet up to it. Unlock that first.
I watched so many poor souls trying so hard to get it and kinda laughing inside because of how obvious they made it (to me) but hard to figure out to the average player. They should prolly add a description within the mastery that mentions you use the heat from fires (you see them all over) to updraft.
I have been using this to get around and it does not seem that OP to me… even if it is unintended. In fact, I think it has some dangers associated with it as I have run into combat on numerous occasion and forgotten I had no energy left. I can see it being balanced in that regard even in WvW or PvP because, if you get jumped by a stealthed player, you are starting out low on energy where, with runes, traits, utility, or swiftness, that does not hamper your ability to use skills. Just an idea to, maybe, consider leaving it as is
All you have to do to get more transmutation charges is go to each of the cities and the already-complete map will give you one for the bonus. Each time you make a character, repeat it… the beta account is connected just as all your normal characters are so, with four beta slots and constant delete/add, you have infinite transmutation charges. Silly
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