In 10v10+ sized fights, the benefit of Vitality starts to diminish, as the life force replenishes faster that you can even use it. So keep that in mind.
CONDI / HEALING + vit/expertise
POWER/CONDI + vit/healing
Yeah, it’s certainly novelty.
There’s no guaranteed stomps, of course. Elixir S / Mist Form invuln type stomps being the best — there’s no necro equivalent. We used to have something pretty good in plague form stomp, but it’s gone. In the end, necro doesn’t really have anything to secure stomps against the odds.
ez.
1.) start stomping
2.) pop spectral walk
3.) teleport to your flesh wurm to dodge the guardian bubble and enemy cleave
4.) follow up with spectral walk return to finish off the stomp
gg wp. works 100% of the sometimes. all it takes is two utilities. we mesmer now friends.
what is this even
so 7 pulses and each one heals for about 200 health. So basically you get 1.4k health over 7 seconds.
If the healing is only 200 per tick, that means it’s significantly reduced for scourge. While the number of ticks differs between reaper and base necro, the heal value stays the same.
Not sure if you guys are intentionally not noticing that the ability is only healing him for 207 HP since that is a) exactly how much the bleed is doing to him and b) exactly the amount that returns him to max health.
It will scale and heal as transfusion does now. He seems to get about 7 pulses out of it if you watch closely so it ends up at 2044+(2.1*HP)
Oh, I didn’t actually sift through the video to find it again. If it is the full 700+ that will be crazy. Support scourge could be the real deal.
If the healing is only 200 per tick, that means it’s significantly reduced for scourge. While the number of ticks differs between reaper and base necro, the heal value stays the same.
Might be a sign of how difficult it is to balance necro, that even base traits values have to be modified when selecting elite specializations. It’s not something I see happening with other classes.
Wow, you guys forgot about silly scimitar. Pretty much the only real option.
Just copying a reply I made on reddit:
it would seem to be f4 but that just seems counterintuitive, right? It’s typically attached to a pulsing AoE. f4 on scourge is the instant fear, whereas f5 has the pulsing Aoe.
Other questions:
- Will it self heal now? Could be a significant self-heal every 12-16 seconds
- Will it heal for the same amount as reaper / base? decked out in healing gear I think that could be 10k+ outgoing
- 4 × 5 Targets? We could be talking a potential couple hundred thousand in outgoing AoE heals + rez and tele.
Could be crazy, or it could have been gutted somehow. Let’s hope there’s some sort of fun to be had there.
One-shot an ele with the CoR hitting for 9k and 7k plus some fire/air procs. Was a GF
I’m enjoying roaming more than I have in ages, even in the new BL’s.
Can’t wait to fight the space dragon
I honestly think the only thing that makes rev competitive in pvp is the glint heal.
Heh, wait til opponents learn to stop attacking during glint and kite/evade/stealth while your shiro heal is up. Yay, 0 healing on that combo.
I’d argue rage are better than strength if your group isn’t providing you with additional fury uptime. And I can’t say that I’ve run into many (if any) mobs in the new zones that can’t be crit.
That is, unless you’re just going to camp herald with with the fury facet up. But in reality, they’ve been pretty close when ever I’ve actually looked at the numbers.
(edited by Recursivision.2367)
Runes of Rage are probably your best all around bet. Use them with the furry traits in invocation and the ferocity traits in devastation.
This is much cheaper and better than runes of strength in most content. However, if you if you’ve unlocked herald and are doing a lot of group content strength might win out.
Just messaged Roy on Twitter and he confirmed the staff animation has been changed. See my Tweet.
Roy nerfs us again.
Roy pls. y u do dis.
I definitely prefer the current one over the standard caster one (which is pretty boring and uninspired—all the animations are just shooting things out of the characters hands).
On the other hand, you could potentially heal allies for around 12k each using Glyph of Rejuvenation with the trait Cultivated Synergy… which isn’t too shabby.
Of course, doing so would have a number of drawbacks for yourself.
This is the current tooltip. If you want to heal allies you’re supposed to take the glyph.
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I found a Staff ele, it was a regular 1v1 but with a twist, I used my nose to press the skills on my keyboard, that’s right my nose. For the majority of the fight I did nothing but press 2 and 3, I think I pressed 4 once on scepter/torch and I won the fight; without even going below 50% health, I didn’t dodge once, I didn’t use my heal, nor any utilities and I still won.
I play a kit less engineer with only one hand and have never, ever, once, lost a fight to a thief or mesmer, stealth or not. Not one loss.
Let’s talk about the real hero of this thread. It turns out the best engineer in the game doesn’t use any kits and only plays with one hand!
Or, well, he’s never actually dueled anyone.
err… pretty sure HS doesn’t heal allies.
It’s bugged atm. It is supposed to.
All good and well, except a guardian will passive heal, have 100% uptime of AoE regeneration via mace and optional heal with the symbol itself. Thats with no cooldown. Ie more healing than druid HS.
But granted, condi removal doesnt come close.
Yeah, have you calculated that healing out? I think you will be sadly disappointed if you do. Druid has way better uptime and reapplication of Regeneration, you can’t even compare those. I really like to play my Cleric Mace/Staff Guard, I’ve defended it for a long time, but Druid does so much more healing and condition removal, its not even remotely close. I won’t be playing Cleric Guard anymore. All the healing from guard Mace with all healing traits, gear, runes and food, with 5 people standing in a symbol, it heals for 18 health per second more than Healing Spring by itself. Guard is better off sticking to Blinds and Boons with some off-healing.
Actually, if you read the in game tooltip it says nothing about healing allies. Don’t think it’s a bug.
What other kind of use does the druid have? Backline dps? Usefull skills that counter the enemy zerg? Unless healing scale amazingly while the druid has dps gear, he’ll have no damage.
A nomad guardian also does pathetic damage sure, but he can heal for maybe 15-20K hp AoE every 20s or so and be a frontline punching bag with stability and reflect.
He definetly wont replace an elementalist, that’s a given.
The druid has to be pretty kitten good to be better than bringing either class. But then again people still bring rangers to zerg with… maybe now they can actually be usefull too.
Cleric specced Druid can heal 150,000 health just from Healing Spring. This is assuming 5 people inside the area over the 12s duration to get the Regeneration. But not hard if you drop it in the frontline. Also removes 30 conditions at the same time and its a 10s Water field. On a 24s CD.
Cultivated Synergy, Trappers Expertise, 45% boon duration, 1650 healing power, Natural Mender/Monk Runes/Delicious Rice Balls/Benevolence Sigil= +52.5% heals.
HS heal = 6577
Cultivated Synergy = 1331 × 2
Regeneration = 12,132
Times by 1.525
Total = 32,590
Total for 5 people = 162,953
err… pretty sure HS doesn’t heal allies.
The elite specs should be able to work with several playstyles, with the talents tailoring them to whatever style your character works best with. The necro reaper, for example, can work for a condition based style, or a power based one, or even a hybrid of the two, allowing all sorts of necromancers to pick it up without having to change their specs too much.
The Druid is apparently only good for people who want to heal and heal super well. People simply want it to offer build diversity, so that people who are primarily dps can take it and, say, concentrate on the control aspect rather than the healing one. Or heck, give it an ability to do a little healing whenever it does damage and people would probably be ok with that.
But there are other ways to diversify a Druid build than just DPS. How about another support build or a tank build. Why does everything have to always be about dps, simply to be considered “diverse”?
Bingo
Are people forgetting that Druid is just one of three trait lines you’ll have active at once? The fact is you can have good DPS and healing within the same build, by combining Druid with other more offensive traits, and swapping between staff and a different weapon. You can even make the staff Clerics and the other weapon Berserkers, for instance. There’s plenty of other trait lines and weapons that focus more on support or healing, but it’s why they give us access to 3 trait lines and 2 weapon sets.
Exactly. There is no need to add more support or anything else to Druid before it gets more damage, because Ranger core already has enough support options to cover Druid with two Ranger trait lines. The absolute last thing this game needs is tank setups.
The best defense is a good offense. The Druid line needs damage options, or at least a reshuffle to allow DPS builds to be used without wasting trait slots on healing options. Healing options are only good when you use a staff and are playing with a party. Pretty narrow build options. We just want diversity, it will not affect healing druids at all.
Changes like below.
You realize daze on swapping to any weapon baseline would be pretty broken right? With Ancient Seed it would pretty much mean an entangle on every weapon swap…
I like what I’m hearing. Then again…
I like big heals and I can not lie.
Hehe, everyone got what they were asking for. For better or worse.
The animations for staff are getting looked at.
Thanks Sir, though I do admit that I LOVE the way the Staff skill #1 animation works, and it would be a pity to lose that over people’s dislike of the regular staff hold. If one needs to be sacrificed for the other, I rather have the melee-type staff wielding. The hand-cast wouldn’t make that much sense for that skill, IMHO.
Seriously. The existing staff 1 animation is so fun. Please don’t turn it into a hand laser >.<
http://gw2skills.net/editor/?vNAQNBmYD7keVogVsiVwkVgoVkMzAwhTD-ThRDABGqE8S1fia/hsU+BwDAQPdAkCwvhWA-e
Ancestral Grace and lunar impact to AoE heal 10k+ every 12 seconds. Glyph of rejuvenation in Celeform will do about the same. Tidal surge for another 5k or so, and blast the water with warhorn on the way out. And, well, you can do this pretty often.
If you really want to compare numbers with other builds, you’re going to lose. Druid is tops heals, bud.
You are using the cele form that is not available all the time. It is like using reaper shroud to say the necro is OP.
CAF only last for short time, 8 seconds? each time you use a CAF skill a chunk goes away.
And then you have to build up again. That with staff is fast enough in exchange for very weak damage.Ventari can heal you for standing close. Plus 2K if moves the tablet. Plus 2.5K every 2 seconds.
plus 600 with the staff AA every 2 sec. Plus 2k every 15 sec.
For me that’s healing more than enough.. And it does not depend on you building up for CAF. And again, if so much healing is not needed Rev can change to another legen and give another kind of support.Guardian don’t have numbers that high but also pulls a lot of healing. Plus a lot of support.
Druid only heals mostly when in combat and even that doesn’t get it right.
In most situations outside of very small encounters (1v1, etc.) you can have Celeform back up in less than 20 seconds without even trying. So, I don’t really see that as a limiting factor here. Still 5k AoE burst healing very 12 seconds on staff-3, nice sustain healing from staff and traits, and massive heals in the fairly accessible Celeform.
In terms of pure healing, druid is the best.
Give ventari a try and honestly tell me it’s a better healer. It has decent sustain healing if you’re standing in one spot. It has no capability to burst heal and becomes almost unusable when players are moving.
Just saying, ranger is never a desirable class in ANY content.
There’re always classes that do better in all game-mode than this base-class ranger.
In dungeon: Ele >> Guardian > Warrior = Thief > Mesmer > The rest.
In WvW: Ele = Guardian = Warrior = Necro >Mesmer >>> rest of the classes.
PVP: Ele = Mesmer > Guardian > The rest.
I seriously don’t know what you’re talking about.
If Druid doesn’t change any of that, I doubt it’s even worth implanting. We’ll wait and see how it goes.
Can you back that up with some facts?
From statistics of the best Dungeon teams, average WvW team formation, and ESL?
But this is excluding the spirit change post September patch. Things may, or may not change after the patch due to some nerfs and buffs.
My bad! Read that as “Druid is never desirable” for some reason. Thought it was a bit hasty to make that decision >.>
While I agree that the damage is pretty high, I think that it would be cool if the smoke scale tradeoff was high damage while being really squishy. Of course, it has the f2 to help some in survivability, but I think it should be easy to focus down otherwise. This would add sort of a risk-reward to the pet, and add some counter-play for opponents.
Just saying, ranger is never a desirable class in ANY content.
There’re always classes that do better in all game-mode than this base-class ranger.
In dungeon: Ele >> Guardian > Warrior = Thief > Mesmer > The rest.
In WvW: Ele = Guardian = Warrior = Necro >Mesmer >>> rest of the classes.
PVP: Ele = Mesmer > Guardian > The rest.
I seriously don’t know what you’re talking about.
If Druid doesn’t change any of that, I doubt it’s even worth implanting. We’ll wait and see how it goes.
Can you back that up with some facts?
http://gw2skills.net/editor/?vNAQNBmYD7keVogVsiVwkVgoVkMzAwhTD-ThRDABGqE8S1fia/hsU+BwDAQPdAkCwvhWA-e
Ancestral Grace and lunar impact to AoE heal 10k+ every 12 seconds. Glyph of rejuvenation in Celeform will do about the same. Tidal surge for another 5k or so, and blast the water with warhorn on the way out. And, well, you can do this pretty often.
If you really want to compare numbers with other builds, you’re going to lose. Druid is tops heals, bud.
(edited by Recursivision.2367)
Druid is amazing in WvW and pretty awesome in Pvp, in my humble opinion. It’s also a lot of fun, in my experience.
You are using rune of the dolyak.
Finally this is probably a bad idea on my part but why in the world are you trying to fight a revenant 1v1 if your not a mesmer, thief, condition build, or another revenant.
This. I mean, even thieves shouldn’t be trying to fight a revenant 1v1. All these people complaining we’re probably trying to fight a revenant 1v1 with something other than a condi Mesmer. Learn your place. Hint: It’s not fighting a revenant 1v1.
It doesn’t necessarily seem unreasonable to me. As in, I didn’t seem to have a huge problem with it in my experiences and it seems like it provides a fair counter.
Then again, I play fresh air ele and engi. On those classes, between traits, dodge rolls, kit/attunement swapping all procccing confusion it seems a lot worse.
Plus, things like chaos armor proc confusion damage on the wearer each time they’re activated.
There may be some larger issues with confusion, but I don’t think this is necessarily one of them. Sure, you have to play smart and not use UA when stacked with confusion—that’s not inherently a problem.
Taldren,
If that’s correct, then you just proved their point, since UA is nearly double Blurred Frenzy, with more range, and on a shorter cooldown, albeit with an energy cost.
Um, it scales at 3x the rate with power.
It can hit 24 times (up to 3 targets per swing x 8 swings) vs 7 max.
It has a 9.5s cooldown traited (something you can’t do with Rev sword).
It also counts as a single attack so you don’t have to worry about things like fire aura, chaos shield, confusion, retribution, ect.… and it also doesn’t have an energy cost that can stop mesmers from doing things like shatter.
Okay, so reworded, it does more than twice the single target damage and can’t be walked out of. So it will do slightly more than a blurred frenzy with two people in it. I’d say that at least warrants some discussion.
It is slightly less that BF vs 2 players and it can be walked out of. The shadowstep is just bugged just like steal and all other teleport attacks currently. With my thief I can Steal an ele while they RTL and travel the entire distance with them and deal the damage.
Also, BF has a 9.5s cooldown with the trait … which I know I take because BF is awesome.
Assuming Power/Armor = 1.000 and that they are using a weapon strength of 952.5
VS 2 Targets:
UA : 6,181 damage (3,532 and 2,649)
BF: 6,188 damage (3,094 and 3,094)VS 3 Targets.
UA: Total: 6,181 damage (2,649, 1,766, and 1,766)
BF: Total: 9,281 damage (3,094, 3,094, and 3,094)The ONLY time UA does more damage is vs a single target with no other target within 480 of them.
Hehe, tack on lifesteal and Shiro heal procs and it might come out on top regardless.
Also, in all fairness… in most scenarios UA is going to do more damage. BF you’d need at least two people in it for the full duration, UA kind of takes care of that for you.
I’m not saying it’s broken, but I do think it’s a little too rewarding in a lot of circumstances. I just feel kinda bad when I’m taking 3/4’s a squishy’s health, despite a dodge, by pressing one button every 10 seconds.
One more thing:
You can look at the skills modifiers and such all you want… but you also have to look at the other trait modifiers. I have a feeling revenant might come out on top there.
(edited by Recursivision.2367)
Taldren,
If that’s correct, then you just proved their point, since UA is nearly double Blurred Frenzy, with more range, and on a shorter cooldown, albeit with an energy cost.
Um, it scales at 3x the rate with power.
It can hit 24 times (up to 3 targets per swing x 8 swings) vs 7 max.
It has a 9.5s cooldown traited (something you can’t do with Rev sword).
It also counts as a single attack so you don’t have to worry about things like fire aura, chaos shield, confusion, retribution, ect.… and it also doesn’t have an energy cost that can stop mesmers from doing things like shatter.
Okay, so reworded, it does more than twice the single target damage and can’t be walked out of. So you have to have three people in a blurred frenzy for it to do more damage. I’d say that at least warrants some discussion.
And PvP is 5 players on each team spread across three points—1v1’s are an inevitable and exciting part of the format. To say that 1v1 balance is completely irrelevant is kind of absurd.
Not sure why you’re trying to shut down discussion and belittle people that are proposing alternative opinions.
(edited by Recursivision.2367)
Um, it is the #2. The game hasn’t been horribly broken by Blurred Frenzy , so I think it will do just find with UA which does less damage and has worse scaling.
I don’t think it does less damage or scales worse, but I could be wrong.
Tell tbat to GW2Wiki
Blurred Frenzy
Damage (8x): 808 (2.400 multiplier)
Number of Targets: 3 (Max of 24 Hits)
Range: 130Unrelenting Assault
Damage: 202 (0.715 multiplier)
Number of Hits: 7
Range: 450
I believe unrelenting could be written “Damage (7x): 1414 (5.005 multiplier).”
Um, it is the #2. The game hasn’t been horribly broken by Blurred Frenzy , so I think it will do just find with UA which does less damage and has worse scaling.
I don’t think it does less damage or scales worse, but I could be wrong.
UA is an evade, so you can use it while you would be unable to AA normally without taking huge hits or CC. It’s a defensive skill that keeps up DPS. Sounds good to me for PvE.
Hehe, mallyx/herald was really strong. Cele/Shaman/Carrion/Rabid. All worked well. A cele D/D ele alongside a cele revenant is a completely ridiculous combo.
Kidel, pls. Mallyx is one of—if not the—strongest legend in every game mode. Having that trait baseline would both make the legend necessary in PvP while trivializing the corruption line.
No, a trait should hold any skill line hostage. It shouldn’t be a piece to make skills viable.
Traits should only be enhancers. I shouldn’t have to spec Demonic Defiance to make Mallyx viable. It is very bad design.
Not sure where anyone gets the idea that it’s necessary to be viable. Mallyx is pretty much one of the strongest picks with or without the trait in all game modes.
Everything you said is like 100% more effective with Demonic Defiance. Doesn’t it make it mandatory for Mallyx? No other legend has anything like that.
By the way, word from Roy: https://twitter.com/RoyCronacher/status/636956652864798722
Yeah, you’re right that they’re more effective (doesn’t make it mandatory, still). Unfortunately, along with this tweet, I feel this just means we’re more likely looking at changes that mean an overall nerf to the legend/Demonic Defiance.
But I would argue that the healing effectiveness of Ventari is quite a bit more effective with salvation >.>
(edited by Recursivision.2367)
As stated before, even if you have strong skills, Mallyx is basically selfkill with no resistance.
Sure, you could potentially kill your self. That’s kind of the nature of the skill — like save yourselves on guardian, except much less risky.
You’re forced to spam Pain Absorb to stack resistance, getting tons of multiple stacks of conditions that give you no benefit and basically kill you when your short resistance is over.
They do give you a benefit: extra resistance. Up to 7 seconds of resistance is pretty strong.
There needs to be a tweak to pain absorb or a baseline resistance for all skills, otherwise Demonic Defiance is mandatory and so should be baseline.
Let’s look at this from an condi engineer’s perspective:
A revenant traited for Demonic Defiance can activate the Herald F2 skill, pop Pain Absorption, and potentially be almost completely immune to you for the next 15 seconds. That’s borderline broken. Then consider that you could potentially build up to 100 energy and then do it three times in a row.
Then factor in that you’re also removing a condi from allies and also applying resistance. The skill is huge.
Honestly, I don’t see Mallyx getting any buffs to condi mitigation. They’re far from necessary.
It cancel itself if someone stand next to wall or goes invis.. I hope that stuff will get fixed.
I don’t think it’s ever going to chase someone down while they’re in stealth. Would be a little strong >.>
Is rapid fire too stronk as well? Is killshot too stronk as well? Or volley? Is every other channeled ability in this game too stronk just cause it track people in stealth? Yeah i thought so.
If someone is stupid enough to go invis while being attacked by channeled ability, thats his own mistake and should get punished for it. Decent players adapted long ago. Sword 3 is also nothing but channeled ability and should track like every other ability. Simple as that.
It does more damage than any of those attacks, is already less counter-able than all of those attacks, cannot be LoS’d like all of those attacks, does not leave you wide open like all of those attacks, makes you immune to incoming attacks unlike all of those examples, and already counters blinks/portals/LoS unlike any other high damage attack.
It’s already become an easy-mode button. I don’t know how much more you want.
You’re forgetting one very important key note: the attack is spread out to multiple targets in the area and is not single target, unlike all of those other channeled abilities. This targetting also includes, clones, pets, minions, etc, etc.
If you’re going to argue that 1v1 makes it OP, this game isn’t balanced for 1v1. Therefore, it’d be a nil point.
It definitely has to be a factor. Plus, it already has the potential to nearly 100-0 a zerk thief even if only half of it hits, aka 2v1 (barring evades).
Not to mention, the target would actually have to be fairly close to an ally. Which, even in team fights, isn’t necessarily always the case—so it’s not just 1v1.
I’m glad the discussion is still going. My motif for this question is that currently no Legend forces to pick a specific trait line (or spec).
Demonic Defiance is currently mandatory in any Mallyx build.
While doing fractals or wvw I can swap a legend to get a skill or a benefit, I can just swap legend, not traits, and get full advantage from it, as you would do with an utility skill.
Mallyx atm is the only exception. You can’t use it without Demonic Defiance an resistance on every skill.
It’s just not true. Even without the added resistance, Mallyx has 5 really strong skills: Already more on-demand resistance than any class, a near spam-able boon strip, one of the most unique and powerful control skills in the game, and the elite which is amazing for it’s 10% stat boost alone. The problem isn’t that Mallyx is too weak without it. It’s that it is so strong with it.
Speccing corruption just adds the potential for almost constant resistance up-time (which should be GM in my opinion, to make taking corruption less of an obvious conclusion by introducing more trade-offs).
It cancel itself if someone stand next to wall or goes invis.. I hope that stuff will get fixed.
I don’t think it’s ever going to chase someone down while they’re in stealth. Would be a little strong >.>
Is rapid fire too stronk as well? Is killshot too stronk as well? Or volley? Is every other channeled ability in this game too stronk just cause it track people in stealth? Yeah i thought so.
If someone is stupid enough to go invis while being attacked by channeled ability, thats his own mistake and should get punished for it. Decent players adapted long ago. Sword 3 is also nothing but channeled ability and should track like every other ability. Simple as that.
It does more damage than any of those attacks, is already less counter-able than all of those attacks, cannot be LoS’d like all of those attacks, does not leave you wide open like all of those attacks, makes you immune to incoming attacks unlike all of those examples, and already counters blinks/portals/LoS unlike any other high damage attack.
It’s already become an easy-mode button. I don’t know how much more you want.
Maybe I’m the odd ball out, but what happened to teamwork and coordination with ally’s. It seams to me most of the threads regarding this are based as a solo 1v1 perspective. Being weak to Condi just makes me want to grab a friend or 4 that can assist me in that area. I thought the purpose of a MMORPG is to play with other people?
This. I mean, honestly, revenant is on pretty equal standing with most classes (ele, guardian, and necro being outliers) in terms of condi clear, and there are certainly weaker.
That’s ignoring the corruption line and Mallyx. Demonic Defiance traited revenants really just hard-counter conditions. Yes, they can be counter-countered themselves pretty well by signet necros and other revenants (revenant OP against revenant?) but that just makes for some really interesting back-and-forth. If the enemy doesn’t have access to frequent boon strips, you pretty much shut them down completely.
I would like to see Demonic Defiance be a grandmaster trait and the other grandmasters made sufficiently strong so that there is actually a choice for grandmaster slot.
Demonic Defiance for condition tanking
Maniacal Persistence for direct damage (but needs to be made good)
Diabolic Inferno for condition damage.Pulsating Pestilence does not seem that good, and could probably move to Adept to replace Demonic Defiance.
I agree with this, it’s really grandmaster-worthy. It really is a defining trait as this thread has indicated.