Rank: Top 250 since Season 2
#5 best gerdien in wurld
There can be a multitude of reasons as to why. For starters…
DC and moving a centimeter to turn off your router can’t be identified as different things, and ruining a match still deserves punishment, so the only fix here is upgrading your toaster [internet].
Agreed.
OP, you can’t blame Anet. Especially something that’s an issue on your end. If you know of a better way for game companies to distinguish customer actions to isp, computer, pet jumping on keyboards, please sell that info. You’d be a millionaire and a hero to all.
Thieves are hated in every season. They’re hated in off season too. We always hate them.
If there’s no plans for a backpack then you can rest assured there wont be one implemented for 3 months after they make an announcement. There wont be any announcements in that regards for 6months to a year.
The winning team is already encouraged to win by as much as possible. That’s one of the big things that turns people off PvP.
Spawn camping, calling out “gg ez” in map chat…. and people wonder why PvP has the reputation it does. It’s because of the “sportsmanship.”
Not so much spawn camping but the contextual map chats is something Every competitive game endures. Games like LoL is a whole lot more enduring than gw2..
5 man queues were removed because players waited for 15m+ at a time.
SoloQ was removed because they wanted to combine & optimize just 1 leaderboard to show results and to increase the pool size.
You can’t just revert back to the solo/teamQ changes. I wouldnt want to if the pip system, queue times, and leaderboards had to make a change.
This is one of the better pvp systems GW2 has ever had but people want a SoloQ only… why? Because that 76 – 500 score would have been different?
(edited by Saiyan.1704)
In other words, s6 is s5 without the bugs.
Grab that black brush, rub it on the top corners of the brick in middle, add burnt wood debris on the ground and middle, boom map = fixed. It will no longer look like some one got too happy with the delete button.
Tutorial. If you team loses mid fight set yourself up in a corner and wall run until it is time for the next match. R will auto run if you don’t already know that.
I think players truly practice this strategy… it’s why they never reach Gold.
What division were you in last season? If you ended up in the same place, then the system is working.
Last season: Placements put me in Silver, got to Platinum at end of season
This season: Placements put me in Gold, will end in Plat again.
So Anet could say in s5 that I, “Improved along the season”…
So Anet in s6 could say, “You’ve improved since last season”…
Because, you know, I didn’t have any DC’s in my placememts this go round so I wouldn’t be placed lower.
But no, no, its never the system’s fault… everything is always working as intended… you belong where you belong. If you got placed in Silver and make Legendary, you just improved. Yup.
yeah dulled senses and zealots aggression synergize really well with permeating wrath. I always use take those 2 traits if im running permeating wrath. The cover condis work really well. Permeating wrath is good if you can stick to team fights.
It’s not too bad in 1v1’s either. Landing F1 before using Renewed Focus can be a big determinant.
Oh and I run the build with a good necro buddy; we complement each other really well. The tougher counters to us is DH + War + any other CC Burst classes like a thief or Mesmer. If it’s just double dh or double war, we’ll be fine.. team permitting lol.
I want to know who keeps suggesting stupid long CDs on On Hit sigils that would be great with a 5 second CD
Because they would be too great. Sigils aren’t meant to influence gameplay that much. Sigils shouldn’t be build-defining but instead be complementary. I will never agree to 5s cd to a Boon Removal sigil, as it would be stupidly strong.
Sigils are defining, not complementary. If Anet wanted to turn sigils to be more complementary then they wouldn’t of added that power creep Reveal sigil. I mean that sigil is a turning point vs classes like Rangers.
A swap sigil with a cd higher than 10s shouldn’t be added. No one can keep track of when that procs… didn’t they want to remove the uncertainty factor that sigils had?
Likewise, I want Sigil of Earth back :(
Why do we only have 1 On Hit condition sigil?
I’m actually having more fun this season than last. Found a new build that’s not half bad, moving up with a steady win percentage.
People’s definition of what a dead game is, is vastly different than my own. Then again i’m a 90’s baby so i’m usually not very dramatic about things.
Does this forum even practice optimism?
Because these ideas aren’t bad to the point where they’ll eliminate builds.
Shhh. Ele’s don’t have water so their sustains got completely rekt!
Reveal sigil will uninstall thieves from the game! Even though it really only hurts Rangers the most!
The trick with the build is using your utilities and stun breakers to stay alive. This means using CoP vs a stunning bursting Thief or Mesmer, even if you have no condi’s.
F2 should be used more to get away, rather than just a heal or just a condi cleanse. The longer you sustain, the easier it’ll be for the enemy to blow their condi cleanses.
When 1v1ing on sides, try using Chain of Light and/or Ray of Judgement after a judge’s intervention or Zealot’s Flame. It’ll add that extra condi buffer for you.
And as always, try nailing your F1 before you use your elite.
actually if you played this game before HOT.
you can consider it has improved actually …
back in the day when i played a lot it was 5 man plugs vs 5 man pre made regulary.
I wish I was that lucky… alot pf casual on these forums may not like the competition but I love it. I prefer being put against good players.
Can’t take full credit, came across this build again from a player I met in spvp whom name i’ve forgotten. (sorry!)
It’s one of the better 1v1 burn builds around with enough condi coverages to make people ask, “Da heck you get those condi’s?”. It’s also a better duelist build than core burn guard.
Though it’s DH and not core, you’ll still out pressure a Necro in full shroud. You’ll also be top deeps in most games.
Again, the build is not new by any means (used by several wvw & spvp guards..) but i’ve been seeing a few condi builds on the forum and thought i’d share this one too.
Happy BBQing.
Where are sigils for ele? Are we still nerfing ele’s anet?
Sugil of Cleansing + Sigil of Purity = Rune of the Monk
Still worse also nobody sane would use monk on tempest…like why when soldier is out there?
The question is, are the sustain option sigils listed here, are on par with the options dps has? I don’t Ele so idk.
There has been some good discussion internally and externally regarding the sigil proposals. The biggest changes in v2 are the re-addition of condition duration sigils and additional percent damage sigils. Some number tweaks were made across the board.
The first proposal discussion is here.
On Hit
Sigil of Frailty
On hit: Inflict Vulnerability (10 Seconds).
(Cooldown: 2 Seconds)Sigil of Generosity
On hit: transfer a Condition to your foe.
(Cooldown: 15 Seconds)Sigil of Purity
On hit: Remove a Condition
(Cooldown: 10 Seconds)Sigil of Nullification
On hit: Remove a Boon
(Cooldown: 10 Seconds)Sigil of Strength
On hit: Gain Might (10 Seconds).
(Cooldown: 2 Second)On Swap
Sigil of Agility
Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat.
(Cooldown: 9 Seconds)Sigil of Battle
Gain 4 stacks of might (5 seconds) when you swap to this weapon while in combat.
(Cooldown: 9 seconds)Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts Poison (5 seconds).
(Cooldown: 9 Seconds)Sigil of Energy
Gain 25% of your endurance when you swap to this weapon while in combat.
(Cooldown: 9 seconds)Sigil of Exposure
Your next attack after you swap to this weapon while in combat inflicts 5 stacks of Vulnerability (5 Seconds).
(Cooldown: 9 Seconds)Sigil of Stagnation
Cripple nearby foes when swapping to this weapon while in combat (3 Seconds, 240 Radius).
(Cooldown: 9 Seconds)Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat have a 100% critical chance.
(Cooldown: 9 Seconds)Sigil of Escape
Remove movement-impairing effect from yourself when swapping to this weapon while in combat.
(Cooldown: 18 Seconds)Sigil of Revelation
Reveal enemies around you when swapping to this weapon (1/4 seconds, 240 radius).
(Cooldown: 18 Seconds)Sigil of Greater Nullification
Your next attack after swapping to this weapon while in combat removes 2 boons from your target.
(Cooldown: 18 Seconds)Sigil of Cleansing
Remove 1 conditions when you swap to this weapon while in combat.
(Cooldown: 9 Seconds)Passive
Sigil of Compounding
Deal 1% extra damage per condition on your foe.Sigil of Exploitation
Deal 5% extra damage to targets below 50% health.Sigil of Opportunity
Deal 5% extra damage to movement-impaired foes.Sigil of Punishment
Deal 1% extra damage per boon on your foe.Sigil of Separation
Deal 5% extra damage to targets more than 500 distance away.Sigil of Paralyzation
+30% Stun duration
Deal 3% more damage versus disabled foes.Sigil of Agony
Increased Inflicted Bleeding Duration: 25%Sigil of Peril
Increased Inflicted Vulnerability Duration: 25%Sigil of Smoldering
Increase Inflicted Burning Duration: 25%Sigil of Venom
Increase Inflicted Poison Duration: 25%Sigil of +Confusion
Increase Inflicted Confusion Duration: 25%Sigil of +Torment
Increase Inflicted Torment Duration: 25%
(edited by Saiyan.1704)
My Guardian is a little happier now. I’m liking this list more than the last.
Did you even read my post?
The issue is I feel trapped into playing one class because of the account based MMR.
Yes. You’re complaining that people don’t want to swap to fix team comps. You assume that’s because they’re not equally skilled at another profession. You also assume that skill differential between professions is huge.
So your argument is already on weak footing. But here’s where your argument falls apart: Let’s say there was profession locking and profession-based MMR and you played something else. Then you get a team with a bad comp. You’re back to the original problem, except now no one can switch to make the comp better. THAT is why people came to their senses and voted “no”.
Our reasoning for a Yes vote has more merit than y’alls reasons for a No… now, here’s the fallacy with your reasoning.
- Every 3 games on average, we’ll have that 1 player swap to a different class. These are not assumptions. It’s basic statistics from my 30 games played this season alone.
- There has been no improvement on players wanting to swap classes in the last 4 seasons that I’ve participated in. It has been the same poor comp, poor matchmaking system since s3.
- On that same thread, Anet said they were going to look into altering matchmaking to take professions queuing into account.
“If we lock characters on queue, *we can do things like use profession-specific MMR, have profession leaderboards, etc.”* ["Etc means there’s more we can do.]
“It’s hard to say what will happen to queue times if we enforce a hard limit on professions. The compromise is to let the profession limit increase over time.
In other words, matchmaking will attempt a non-class stacking solution first. When the queue lengthens, MM will then start to look at stacking professions.
A YES vote
- MMR would have been more accurate per player, per class.
- This leads to improved [healthier] Matchmaking experience overall.
- PvP would have been more competitive with Profession Specific leader boards.
- A big opportunity to alter the Matchmaking algorithm for improvements
A NO vote
- Matchmaking hasn’t, and will not improved.
- MMR accuracy hasn’t, and will not improved.
- There’s no new addition to the PvP scene.
- Little to no opportunities to alter the Matchmaking algorithms for improvements
Regarding your “fallacies”:
1. Removing the option to switch is not a solution to the problem of a garbage MM.
2. There is nothing preventing the implementation of profession leaderboards other than Anet. Profession leaderboards are not mutually exclusive to character lock.
Not sure how you’re basing your #1 point by previous season’s same, terrible, matchmaking quality. You have no proof of reason as to how a proffession based MM experience would be worse. Frankly, we’re both going by assumptions here but the biggest difference between mine and yours is, the current system has 5 previous seasons to go off of and their MM quality has been unchanged.
As for your #2, MMR is glued to per person and not per class. When matchmaking picks you, it’s the Rating number you represent.
So say you swap once you’re already in game, how is Matchmaking going to Rate that class when it 1) Picked the Player per his MMR?
Either ways, swapping to a class at start of game just changed the entire team’s rating average because Matchmaking has nothing to go by in terms of calculating each and every class. It needs to be a static system.
Thank you for both of your absolutely pointless replies. Burn DH in ranked lol….
There’s at least 1 burn DH build that is Gold/Plat material. I’ve won my last 3 games with it, I plan on running it more in queue. It’s just a change in pace from the boring meditrapper meta.
Other than that… I use the MediTrapper meta… LB Sw/Focus, ToF/Judges/Smite etc.
Placements landed me in Gold T3 on meta DH, i’ll hit Plat T2 before the seasons up.
It’s pretty bad. I mentioned in another thread that I’ve had 4 matches since S6 started that had 3 Thieves vs 3 Guards. Those matches are completely lopsided, of course. We had one match where the Thieves were able to out-rotate the other team, & we ended up winning, with 2 of us tied for Top Kills with just 1 kill each. But the other 3 matches went very differently…
My problem is i can’t switch classes mid of match. So i am stuck with 3 thieves vs 3 DHs…. WHO THOUGHT THIS WAS A GOOD IDEA????
More than half of the community who took the time to vote on the poll that Arenanet put out, asking them if they want it, despite many of us protesting the idea for this specific purpose.
Get ready for DH stack matches. At least Arenanet will know what classes the players feel most confident playing so they can add that to their metrics.
As for right now, though, nobody wants to deal with the elephant in the room called “you’re bad at the game. until you put in the time to get better at it asking for random changes to pvp matches will not help your ego”. Esq.
I don’t mind prof locking, but it was supposed to reduce chance for stacked profs in matches which it didn’t. They just locked professions but did absolutely nothing to algo that stacks profs.
I dont think anyone ever said they were going to reduce the chance that classes be stacked / enforce class locking/ matchmaking. Afaik, that was wishful thinking on the part of the community without any solid evidence that it would take place.
If I’m wrong though, please correct me.
It doesn’t matter whether it was wishful thinking or not, whole reason why locking profs came in picture is BECAUSE devs said they can’t do anything about prof stacking unless they lock profs. Instead of addressing stacking issue they just locked profs.
The whole reason that came into the picture was because players would swap mid game, changing statistics, as well as other debilitating issues to in-game quality.
If a YES vote won, Anet could have improved the Class-Stacking issue more in depth, with numerous other Matchmaking algorithms to choose from…
Oh but look what we have here, people are not swapping; we’re still experiencing stacked classes.
…. A Yes vote would have at least given us a brand new profession leaderboard to satisfy our groins.
Did you even read my post?
The issue is I feel trapped into playing one class because of the account based MMR.
Yes. You’re complaining that people don’t want to swap to fix team comps. You assume that’s because they’re not equally skilled at another profession. You also assume that skill differential between professions is huge.
So your argument is already on weak footing. But here’s where your argument falls apart: Let’s say there was profession locking and profession-based MMR and you played something else. Then you get a team with a bad comp. You’re back to the original problem, except now no one can switch to make the comp better. THAT is why people came to their senses and voted “no”.
Our reasoning for a Yes vote has more merit than y’alls reasons for a No… now, here’s the fallacy with your reasoning.
“If we lock characters on queue, *we can do things like use profession-specific MMR, have profession leaderboards, etc.”* ["Etc means there’s more we can do.]
“It’s hard to say what will happen to queue times if we enforce a hard limit on professions. The compromise is to let the profession limit increase over time.
In other words, matchmaking will attempt a non-class stacking solution first. When the queue lengthens, MM will then start to look at stacking professions.
A YES vote
A NO vote
And @Everyone crying about reduced diversity, not really. ANet has the numbers, most of the sigils aren’t being used currently. Just because there are more now than there will be doesn’t mean diversity will be reduced if currently players are only using a small portion of the available sigils
They have also stated they will be having a balance patch alongside the sigil updates. This is a huge move, but definitely a move in the right direction. You can’t even say they are simplifying things. Go take a look at something like metabattle and tell me all the sigil diversity you see there.
We all mostly use the same crap for everything because it is the best, plain and simple. This is a move to help cut out on the random proc damage and effects, get rid of the clutter of useless sigils, and start fresh with sigils that make sense.
Tell me, what sigils are you worried to see go that is making this such a big deal for you?
Why remove sigils if they aren’t being used?
Why keep them?
Humor me….
SIGIL CHANGES (just a few listed)
Healing Skill Activation
Sigil of the Brawler – “Gain 3 stacks of might for 2s”
Sigil of the Centaur – “Gain swiftness, 1s”
Sigil of Altruism – “Gain Fury 2s”
Sigil of Dwayna – “Gain Regeneration 1s”
Weapon Swap 10s icd
Sigil of the Guardian – “1s burn on block”
Sigil of the Daredevil – “Next attack guarantee to crit after a dodge roll”
Sigil of the Privateer – “Summon a Parrot to blind a foe, 1 hit, 40 dmg, 15s icd”\
Sigil of the Mad King – “Summon Ravens to attack a foe, 3 hits, 25dmg per hit, 30s icd”
50% Health activation
Sigil of the Citadel – “Summon a bomb, 30s icd”
Sigil of Fire – “Gain a Fire Nova, icd 20s”
Sigil of the Rata Sum – “Summon a radiation field, 2s,”
Sigil of the Earth – "Gain magnetic aura, 2s
Sigil of Resistance – “When activating a signet apply 1s Aegis, icd 15s”
On ability activation
Sigil of Surging – “Gain shocking aura for 1s, Elite activation”
Sigil of Lyssa – “Convert 1 condition into boons, Elite activation”
Sigil of the Herald – “Apply Protection to self, 2s, Elite activation”
Sigil of Svanir – “Gain Frost Aura, 1s, Elite activation”
Sigil of Resistance – “Gain resistance, 1s Elite activation,”
Durations and icd subject to change
Thoughts?
We also think automated tournaments would be neat. For viewership, we would have to re-implement the authorized shoutcaster program to allow certain people to stream the tournaments.
Which Kickstarter program do we sign up to get this ball rolling?
These changes are very bad for PVP. If the devs think that time to kill is too low you need to consider time to kill on bunkers.
Please make a poll for this one?
It’s fine if they keep TTK the same by balancing the classes, which Anet said they’ll do. I agree to a certain extent, that this will nerf dps, making it easier for players to get that last second CD effect; making fights last longer.
Then again we’ll never know what the TTK factor is, or the strength of these sigil’s effects. Regardless, we’ll need a whole season just to calculate that….
Looks like there will be no valuable sigil for ele…even for healbot…it would be nice that any dev could explain what ele’s could use because kinda nothing you proposed is any alternative for renewal, leaching, transference or even blood.
Because you know ele doesn’t have any build diversity…so why are you nerfing one thing that is playable?
There wasn’t a sigil that made the Ele a top tier pick, it was only a supplement to an already good class.
Your Ele is in the same boat as everyone else besides, they said they’ll talk to the balance team about these changes. That means IF they think your Ele needs a buffed in s7, he will.
Super duper hard with cherries on top.
Sigil of Cleansing…..yeah baby
although I like sigil of revelation to combat druids/mesmers/thieves
I wonder how efficient revelation would work. It could help on Mes/Thieves initial stealth burst assuming you time the weapon swap right before they get on you.. but you’d need to already be in combat.
Its 240 radius is melee range so you would have to weapon swap very near them and hope they’re there.
The #1 reason i’d pick it is vs Druids. When they stealth, they’ll be relatively in the same spot. That would make the sigil easy to land.
We’ve decided that Sigil of Lethargy (slow) will not be a thing that happens.
So looks like i’m going Sigil of Strength instead…
Haha sry, i’ll change the title.
Why would you remove Renewal and Transference? You provided no effective alternative and all you really did was nerf ele a bit and make something like bunker support guard even less viable since it now has even fewer healing ratios.
Can’t be less of something you never were… Bunker Guard was never viable to begin with.
Ele could use a nerf in sustains, I guess we’ll have to settle with that 1% nerf :/
Why are there only 3 on hit sigils? As a thief main I don’t understand why we get three options all three of which I would never take. Our only on hit options simply do not compete with the multitude of on swap sigils. If you’ve ever watched a single one of the tournaments you hosted that had a thief in it you’ll notice he stays in DP or staff for the entire duration of the fight. So what, we get to have 3 stacks of might and 3 stacks of vuln in a prolonged skirmish? No thanks, guess we have to run some on swap sigils that we will only get use out of once every fight if we are lucky.
Guess you have to take that 2% (on average) damage sigil while everyone else runs around with an average 5 stacks of might and a swap burst of 9 stacks of might from their sigils.
So you got nerfed by… 10% damage inadvertently.
On-Hit:
We initially did not think on-hit sigils we have a place in the game given our goals, but after feedback from the forum, we decided it makes sense to have some consistent-effect sigils for classes that may not want to weapon swap as often as possible.
Sigil of Earth
On hit: Inflict Bleeding (5 Seconds)
(Cooldown: 3 Seconds)Sigil of Frailty
On hit: Inflict Vulnerability (10 Seconds)
(Cooldown: 3 Seconds)Sigil of Strength
On hit: Gain Might (10 Seconds)
(Cooldown: 3 Second)On-Swap:
Most on-swap sigils we felt were in a good place, but we wanted to emphasize them as burst-effects in contrast to on-hit sigils. Some effects are shortened, but intensified. Strikes are removed from sigils like Hydromancy and Geomancy to fill our goal of less direct damage.Sigil of Agility
Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat.
(Cooldown: 9 Seconds)Sigil of Battle
Gain 4 stacks of might (5 seconds) when you swap to this weapon while in combat.
(Cooldown: 9 seconds)Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts Poison (5 seconds).
(Cooldown: 9 Seconds)Sigil of Energy
Gain 25% of your endurance when you swap to this weapon while in combat.
(Cooldown: 9 seconds)Sigil of Exposure
Your next attack after you swap to this weapon while in combat inflicts 5 stacks of Vulnerability (5 Seconds).
(Cooldown: 9 Seconds)Sigil of Geomancy
Your next attack after you swap to this weapon while in combat inflicts 3 stacks of bleeding (5 Seconds).
(Cooldown: 9 seconds)Sigil of Stagnation
Cripple nearby foes when swapping to this weapon while in combat (3 seconds, 240 Radius).
(Cooldown: 9 Seconds)Sigil of Hydromancy
Chill nearby foes for when you swap to this weapon while in combat (2 Seconds, 240 Radius).
(Cooldown: 9 seconds)Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat have a 100% critical chance.
(Cooldown: 9 Seconds)Sigil of Nullification
Your next attack after you swap to this weapon while in combat removes a Boon from your target.
(Cooldown: 9 Seconds)Sigil of Revelation
Reveal nearby foes when swapping to this weapon while in combat (240 Radius).
(Cooldown: 9 Seconds)Sigil of Escape
Remove immobilize from yourself when swapping to this weapon while in combat.
(Cooldown: 9 Seconds)Sigil of Lethargy
Your next attack after swapping to this weapon while in combat slows your target (2 Seconds).
(Cooldown: 9 Seconds)Sigil of Cleansing
New: Remove 1 condition when you swap to this weapon while in combat.
(Cooldown: 9 Seconds)Passive:
We felt all the existing passive sigils were too niche, or would never be as good as the other effects. However, we felt non-condition damage builds were lacking some viable options, so we added some situational damage increases.Sigil of Compounding
Deal 1% extra damage per condition on your foe. Maximum 5%.Sigil of Punishment
Deal 1% extra damage per boon on your foe. Maximum 5%.
Which sigils will you be using?
I’ll probably look i into
Sigil of Escape (immob cleanse)
Sigil of Lethargy (slow on swap)
Sigil of Strength (Might per 3s)
Sigil of Battle (4 stacks on swap)
Will be the new Air/Blood dps sigils.
(edited by Saiyan.1704)
To thieves who are complaining about the reveal trait, the range is 240. At that range a thief is already hitting you or the thief is passed the range if the reveal… you can’t target a stealth thief or do anything to really make this trait worth while…
It’s a terrible trait. Immob cleanse on wep swap or Slow on swap are lots better.
DH that doesn’t want to invest in crit complains about hitting 2k on ranged attack on heavy golem? Really now? Good joke.
I think us DH are more frustrated with the RNG on its damage. The rng is so big that I can’t hardly distinguish a damage increase on an 10% or 20% dmg modifier; the damage range of numbers are often inconsistent.
Trueshot is good for its crit… If I were to use it knowing it wouldn’t crit, I would just auto.
Btw.. all meta DH builds in high tier pvp are “optimized crit builds.”
Since everything not listed here is being removed these are absolutely terrible changes.
Generosity and Purity especially should not be removed. Buffing them would be nice, but removing them is bad for the game. And why is lifesteal being removed? Why are all crit effects removed?
I think you guys misinterpreted the community when people said they didn’t like rng. What is meant by this is people don’t like forced rng where many effects had no other option but to be on crit. This means asking for a crit version and a non crit version. Removing the crit option entirely is missing the point. People want more options not less.
And then there are those new passive sigils. Those have got to be legit the worst sigils in the game. No one will ever run those.
Overall a big thumbs down.
I beg to differ. I see at least 6 listed sigils that can be used in the competitive scene and interchangeable depending on comp.
I’m not going to say, “I really miss that one sigil, would have won with it on.”.
Overall, a good change.
P.S Why nerf Geomancy?
I like how it looks and would quit the game if it was removed : D
We’re not asking for a removal, only a Self-Visual Toggle [OFF] [ON] switch.
For some shields like the Blood shield, it doesn’t look good visually. It’s noticeable on my 27" 1440 monitor.
It’s not within Anet’s technology to do so.
There’s not enough Devs to do the coding.
They’re too busy on the next nerf patch to Guardians.
This has only been asked numerous times, lets wait another year and see what happens.
Do you like roaming with core burn guard or dh?
ok I see so the build does generally decent in 1 v 1’s with a few counters here and there. focus on sustaning damage is blocks as i tought. alright thanx for clearing that up.But yeah fun buiild overall. I wanted a bit more info. have u tried rune of the guardian by chance? it stacks another burn during a block.
I’m definately entertained by your vids, when will u make another druid vid?
Unfortunatly I havent tried guardian runes mainly because i already make a good amount of dps with balthazar runes and good amount of stacks. Using guardian rune would decrease my condi dps. And i dont want that even tho the stacks might be more. Its all about bursting the enemy faster before he toys with me. And i get alot of CDs
And yes druid roaming vol 5 is coming soon. Glad that u are enjoing my vids man
Guard runes is best on Core while Bal runes are best on DH.
If you go Permeating Wrath then you’re losing out on a lot of dps by not using Bal runes on DH. Condi duration + condi damage increases your burn burst exponentially.
Trav runes are still just QoL, especially on a big map like WvW. In a pure 1v1, dps runes are simply better.
My prediction,
Anet’s implementation of no class swapping once the game starts is just a bandaid fix and a small one at that.
Players will still complain about class stacking and Anet wont fix it. If they did, more players would have voted “Yes” for profession queuing… the Yes vote loss by only 10%.
Other than the initial placement match fix, matchmaking will have the same quality issues S5 has because they haven’t done anything to fix that underlying problem.
DH will struggle to overcome Plat T3 division. Players below Gold T3 will still QQ about the “op traps”.
Wars are OP by every sense of the word.
Ele, Ranger, Nec will be tier 1
In S7, DH will get a nerf for no reason while getting buffed in “other core options” that wont help build diversity because Anet hasn’t understood HoT’s power creep.
Wars will be “in a good spot”
Ele will have some changes but they’ll still play the same meta support builds.
Thieves will be “in a good spot”.
Anet will be like, “Da heck do we do with revs?”.
PvP and PvE CAN have separate balance, but after this last balance patch. The PvP needs to do something radical to separate them. We don’t need more, we need less.
Classes are already limited to that 1 HoT meta build so how can we possibly go Less? Enabling just 1 Grandmaster tier will at least add build diversity.
Ok so maybe a full trait tree could be a balance issue for the devs buuuut maybe just a Grandmaster only slot. So the 4th line could be Only 1 grandmaster enabled trait equipped, from any other unused trait tree.
Thoughts?
1050 condition damage
1050 vitality
560 power
560 precision
I would swap Vitality with Power because thinking Guardian, we don’t need that much vita and can opt out for more Power. :P
I’ve been asking about this specific amulet for a long while, but I fear Anet will Never introduce it. Partly because it’s an all-in-one amulet.
We got Deadshot… but as history has taught us countless times, no one needs additional Condi Duration. 560 Power would have been a lot better.
(edited by Saiyan.1704)
I’m seeing a pretty strong trend to homogenize classes in GW2. Most classes can do most everything with a slight repackaging.
That’s not what I meant by homogenization. I mean was how in SWTOR every single class has a 4 sec hard CC regardless of build, and every single class has a dedicated stunbreak regardless of build.
In WoW and SWTOR if you can play one build you can play them all because there isn’t much difference.Sorry to say but this is a bit of an overstatement.
Sure, WoW/SWTOR classes have stun breakers, stuns (instant or cast), and yes they are based on similar mechanics for each class. However, for example in SWTOR if you will play sniper in the same way as marauder then you will perform really, really badly – there are many other examples which I will spare you.
What I’m getting at is that PVP in WoW/SWTOR is completely different that the one in GW2 – it is like comparing apples and oranges.
I would even argue that classes in SWTOR differentiate between each other much more than classes in GW2 – but then again, the above games should not be compared.Thanks.
Those fantasy, MMORPG games are within the same genre and are very comparable. It’s not like i’m comparing GW2 to a Moba game…That would be like comparing NASCAR to the NFL.
I quit WoW nearly 8 years ago (whos counting?) because they demolished build diversity. Then later I hear it turned a lot more homogenized just like how Crinn put it but that’s not the reason why I stopped paying monthly bills for that billion $$$ game.
“Oh wait, our cc + burst didn’t work again, lets run around this pillar until we get our cd’s up and try the same combo again.”
GW2 PvP mechanic wise is eons better than WoW.
GW2 Balancing… Skill changes… HoT direction.. and overall Matchmaking quality… has been horrendous.
(edited by Saiyan.1704)
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