Champion Champion
People argue that “tossed or consumed” =/= those skills you listed. I personally think Anet done messed up and forgot to add it to them, the same way neither of the Elixir X skills procs it.
No one said anything since they revealed the triple leap on hammer. Guess it must be healing turret that’s op tho.
There’s a reason no mesmer takes iDefender in their utility slot.
The master tier minor trait needs to increase the function gyro’s stomp/res speed if it’s locked behind a 30s cd. Already forced to sacrifice the adept trait to guarantee a safe stomp.
Medic Gyro has terrible initial heal, will get cced/destroyed playing a melee-focused build on point AND you can potentially walk out of the field because it can be crippled/chilled. What kind of kitten is that?
Stealing from female characters gives a 50% chance the stolen item is a Cowbell.
Cowbell: provides nourishment “Blue Oyster Culture” +100 Power 33% chance to daze on crit.
Better?
Yeah but why should my eviscerstab be melee range and blockable?
It’d be nice if we had access to resistance that didn’t tunnel us even further into alchemy to sustain against conditions..
Dronomancer hype.
I think i’m starting to get better. I’m recognizing the skills from other classes, or starting to. That tip about waiting out guardians till they pop their shield seems to help a ton. Theives still seem to wreck me, 10k backstabs, 5k cloak and daggers = dead me in 2 hits.
I also just fought an elementalist who always seemed to have 9 stacks of stability on him and i could not figure out what to do. He hurt like a demon and there was no way i could stop him. I tried running but he was always way quicker than me =/
For thieves, you have to dodge their Basilisks, else you waste your Elixir S to avoid their initial burst. Afterwards just poke with Hip Shot+Surprise Shot until they waste their shadowstep. You can then blow maybe ~half~ your burst pretty freely, to force them into Refuge. When you get used to it, you can usually predict their Refuge and channel Magnet or OC Shot to get em out then finish with the rest of your burst. It becomes a harder fight if you wasted youru elixir S for their initial burst.
Just don’t even try to 1v1 d/d ele as a power engi. It’s not worth it. Your burst is better utilized in team fights.
You should be able to tell from the icon itself whether it needs to be cleared. 4 stacks of Vulnerability? Meh. 6 stacks of Burning? Clear ASAP.
Also regarding Alchemy, if you want decent condi clear there isn’t really a better option than this. There’s only 2 passive condi clears in the whole trait line. One every 15s and one when you hit 75% health and use Elixir B. Otherwise you can get adequate cleansing from using a couple elixirs, on top of the general healing and support that should help counter conditions a little bit.
Transmute still only removes a single stack of a condition if multiple stacks are applied (ring of fire 3 burns > 2 burns every 15s). It’s also hard to justify Alchemical Tinctures as “adequate” cleanse when it doesn’t affect both Elixir X skills, the 25% auto-S and all of the Elixir skills on egun..
Had a game where everyone but me on my team crashed. Are aussies immune to these disconnects?!
I genuinely agree with all of these ideas, but if even half of them were implemented the queue times would be ridiculously long. Longer than what we have now.
It’s difficult to justify celestial on engi post-patch since they moved incendiary powder to firearms and lowered the scaling on conditions. To be viable, you need to run Alchemy for might stacking to bolster both condi and direct damage via elixirs, Firearms for IP, crit bleeds, chemical rounds, etc. and Explosives for nades+related traits.
This leaves you without Tools, which is extremely useful in every build because of the op Kinetic Battery and perma swiftness utility it offers. You’re also dedicating 1-2 utility slots to elixirs to generate might and to nades for cover condis and additional pressure, meaning you won’t be running Tool Kit for that extra block, unblockable pull and pry bar.
If you play p/s well you may be able to get away with just having OH shield and double blasting healing turret when kitten hits the fan, but you’re going to have to play perfectly, which still may not even be enough against certain enemy group comps (if you’re talking small group roaming).
If you’re still eager to try it, I’d run something like this: http://gw2skills.net/editor/?vdAQJAqelUUh6rY1VwELQ+FLsFF4HWiBgYHNFPxXSdhHAA-TlhMwAA2fAtqK4U+tUPAYlg2VrgUAwMGA-w
Threw the stats together in a couple of seconds, can definitely tweak to suit preference.
(edited by Renny.6571)
lol yes.
Burns aren’t what makes cele ele op, it’s the might stacking. Eles are able to maintain 20-25 stacks of might in a typical fire build without having to sacrifice their utility slots (ie engi) allowing them to have up to 1.3k power and condi damage as well as the +560 on other stats.
My suggestion would be to nerf the might stacking and duration from Burning Fire (rly auto 3cleanse+3might on cantrip use as adept?) and from Fire Shield (potentially >5 might/sec in a team fight) and fix Ring of Fire applying extra burns and ele becomes way more balanced without hurting the condi dps of other classes.
(edited by Renny.6571)
Engi has just as much burn application? It’s everything else that we’re missing.
ded gaem
I think condition duration modification is just absurd in general, honestly. I chiefly run hoelbrak to counteract +%duration rune bonuses (perplex, balth) and yet committed condi builds still have the option to run sigils (malice, smoldering), traits and giver’s weapons to increase their %duration.
Explosive Powder (Explosives minor GM): Self-detonation will never cause critical damage. Tested at >100% crit chance.
I wish TD removed EPK so it’d stop revealing me when I panic Toss Elixir S.
http://gw2skills.net/editor/?vdAQFAUlUUhSuYNVw+KQ+FLTG04IqQ8FfWBCw3xT+zB-TJBFABCcBAEvMQN7PAwDAAA
Static Discharge dream.
Remove energy cost on weapon skills and increase the cooldowns slightly to compensate or add ways to increase energy regen.
If I pop an upkeep skill at say 40% and then use a couple of weapon skills I’ll be locked out of basically every skill (bar auto attack) until the upkeep is dropped and then have to wait a few more seconds for the energy to regenerate.
You can call it l2p, but it just seems extremely counter-intuitive to me.
Mallyx Elite only copies 1 stack of each condition currently applied. (Unsure if intended)
Stowing some skills (eg. Jalis elite+taunt) will spend their energy cost regardless.
Equilibrium (Invocation Master I) doesn’t appear in the combat log in both cases.
Invigorating Flow (Invocation Master II) doesn’t proc off weapon skills and doesn’t appear in the combat log.
Roiling Mists (Invocation GM I) increases fury to 50% crit chance rather than 30%.
Charged Mists (Invocation GM II) doesn’t proc off weapon skills.
(edited by Renny.6571)
Can confirm.
Happened to me too.
Mesmers don’t have room for sufficient condi cleanse to deal with the aids coming on Tuesday imo.
http://dulfy.net/gw2traits#build=AgEB-AXoA6w~
Something like this seems insanely broke to me from a pvp point of view with dodge blasts and bomb kit. So hype.
Med blaster heals only 91?
Depends on how you look at it. I read this post, crafted a build in about 5 mins on our dev branch in PvP (clerics, monk runes, etc), and it does pretty well. The skill pulses the heal 3x in one channel. I was doing 159 ticks with no boons on my target, which is 477 healing in one channel. I applied 5 boons to my target, and that turns into 243 ticks (729 over one channel).
The 3x pulse isn’t reflected in the tooltip. Without this knowledge you could understand why it seems ridiculous to have a 91 heal on a 1ΒΌ channel. :P
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Renny.6571
I’d be happy if they included a character slot instead of the base game for existing players tbh. It’s quite ridiculous that many people have already paid ~$30 cash or equivalent gold to make 1 of each class, and now these players will have to buy another slot just to experience one of the big selling points of the expansion.
You can be effective in pve playing 30 fire and sitting in that attunement forever. However for anything pvp it just wouldn’t work.
4/10. Armor thematically doesn’t suit your character’s head and dyes leave a lot to be desired..
You have to let bads enjoy the game too. If they nerf turrets we will lose 30% of our player base.
QFT.
A simple “ready” button before it ports all the players onto the map like every other game has would fix a lot of 4v5 problems. Maybe they’ll add it in in 6 months and call it a feature rofl.
Mesmer = illuminati. IT IS KNOWN.
Just allies.
Don’t play staff if you don’t like ground targeting…
Nope i want a viable bloodmagic spec…
Minionmancer…………
No.
They should’ve made it poison rather than torment. Mesmers only have Chaos Storm for RNG poison on a 35sec cooldown. It’s also not an intensity-stacking condition, so clones can’t just completely play the game for you.
Then clean up the rest of scepter by reducing the cast time on the 3rd-in-chain auto and laser beam; suddenly scepter is extremely viable for constant poison uptime and isn’t super clunky.
(edited by Renny.6571)
Targeted rush, less spin2win time on whirl. Good thing they also nerfed RTL, so I’m actually boned running from a 2vZerg in WvW. And huray for Glyphs change! Now I’m going to be able stack burning on d/d finally!
For a condition necro
hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahah
Here’s a couple that always bugged me. (get it? TEEHEE)
Magic Bullet goes on a 3 sec cd if used right after a dodge roll where landing would require the skill to auto-face.
Swap (and similarly Decoy) cancels the current channel, despite being instant. Unsure if it’s intended behavior, but it sucks nonetheless.
(edited by Renny.6571)
Woah woah woah, lets not get ahead of ourselves guys. The patch hasn’t even been released yet. They’re revamping one whole skill. I think we should let it sit for 6 months so the dust can settle first; it’s a lot to take in.
It’s doing 260% more damage. If my maths is correct 260% is more than 50%.
Nobody said that the bonus damage was only 50%. o_o
I.. You.. You’re right. I’m tired.
It’s a large fan infront of your character and has a surprisingly long range. I expect scaling issues with asura and that no one will care because greatsword is still subpar in pvp.
Incorrect.
It is now a 360 degree attack that does increased damage to users under 50% hp.
It also cleaves. 5 targets.
Oh yup, you’re right it’s a full circle.