Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
There are currently 2 Skills that come to mind when bars need breaking:
Revenant’s Surge of the Mists (Staff #5)
Engineer’s Slick Shoes (Utility Skill)
The reason is that these proc Multiple instance of Knockback/Knockdown respectively, and since the distance/duration isn’t taken into consideration when calculating Break Bar Damage (To my knowledge), Multiple Procs trumps Stronger CC skills. (This, however, isn’t true for Duration-based CC such as Dazes and Stuns).
Aside from those two, Fear is the most powerful CC condition, more so than Taunt or Slow.
So in your case, I’d play either Revenant, Engineer or Necromancer.
My guess?
Polearms (Two-handed), being a catch-all name for Battle-axe/Scythe/Spear/Halberd skins. Given to Warrior as an Offensive Condi weapon, Revenant as a Defensive Condi Weapon and Necromancer as a Defensive Direct-Damage weapon.
Whips (One-handed), being a Medium-ranged (300-600) Main-hand weapon. Given to Rangers as an Offensive Condi-weapon, Thief as a Defensive Condi Weapon and Mesmer as an Offensive Direct Damage weapon.
Javelins (One-handed), lighter 1-handed Spears that could either be Melee or Ranged. Given to Guardians as a Ranged, Defensive Weapon, Engineers as a Melee, Offensive Hybrid weapon and Elementalist as a Melee Defensive Weapon.
Do events in the map that is currently rewarding Charged Lodestones as part of its Map Bonus Reward. (As of writing, this week it’s Straits of Devastation). Also, do Crucible of Eternity whenever opportunity arises for chance to drop Cores and Lodestones.
http://wiki.guildwars2.com/wiki/Map_bonus_reward
Save all the Cores you come upon and transform them into Lodestones using the Mystic Forge.
http://wiki.guildwars2.com/wiki/Charged_Core
http://wiki.guildwars2.com/wiki/Charged_Lodestone
Or, just Farm Silverwastes or any other profitable PvE map and buy cores/lodestones on the TP with Buy Orders.
The Immobilize is pulsing from roots that appear. Cleave it with some melee autoattack and you’re good to go.
I can’t think of a single profession that isn’t bringing a melee weapon to cleave with in this meta. Except Shoutbow Druids. Who have the trait themselves instead.
I love the fact that TD is actually difficult to navigate, a labyrinthian depth of winding tunnels and caverns where patience is the key to finding your way, not the amount of swiftness you can stack. Well, until you get smart and figure out that there is a hub from which you can travel in either direction.
Maybe I’m just more adventurous than the average player, but I like it when maps aren’t just big, wide, empty and harmless stretches of land that seemingly go on and on forever. Like, you know, the rest of Core Tyria. Sure, the big wide meadow with the sunset on the horizon has its charm, but variation is key.
VB and TD are perfect examples of variation. Unlike Auric Basin which is basically one city surrounded by a giant circle (Divinity’s reach in the jungle, basically) or Dragon’s Stand which is literally just 3 lanes. (Although, this was in the design so not gonna complain about that.)
TD is my default map whenever I feel like doing some PvE, simply because of the design. Even if I now know it by heart, I still feel like I’m lost in the jungle and on a grand adventure when I enter that map. So it’s definitely doing something right.
I made a thread like this sometimes back, so just gonna toss up what I suggested back there, down here:
What if each Elite Specialization could unlock their very own Glider skin somehow? Like a collection of sorts.
As following:
Dragonhunter: Wings of Resolve
Fly on the wings of Love and Righteous Fury, teaching all those Mordrem the important lessons of peace, understanding and (very) aggressive foreign exploitation politics.Druid: Wyvern Flight
Trusty Wyvern spreads his wings and takes you on a ride through the skies. Scratchmarks, bitemarks and any for of damage to apparel or clothing not covered by the warranty. Malnourished specimen are prone to breaking up mid-flight.Scrapper: Gyrocopter
Because whenever you run out of Endurance you get to shout “Black Hawk down! Black Hawk Down!” Humming “Flight of the Valkyries” is optional. Screaming it at the top of your lungs is highly encouraged.Herald: Wings of the Dragon
Dragon’s got your back. LITERALLY!Tempest: Furious Winds
Today’s weather forecast is windy with a great risk for Awesome. Mordrem and other dragon critters are suggested to stay indoors.Daredevil: Assassin’s Kite
It’s like the movie about Flying Kites, just involving more action, fighting, daring stunts and definite death from above! … Actually, it’s nothing at all like the movie.Daredevil ALTERNATE: Cape
Not the Hero Tyria deserves, but the one it… Wait, wrong hero. Wrong company, even. Man, I screwed this one up pretty bad…Reaper: Reaper’s Flight
Clad yourself in the Reaper’s robes and soar the night skies. Noone defies death. Unless it’s you, and the kind of Death is by gravity. But you kinda ARE Death so… perks of the job? Let’s go with that.Chronomancer: Illusionary Wings
Maybe it’s a mind trick and you’re actually down on the ground all along? Maybe you’re suspending yourself in air through manipulating time and space? Maybe it’s Maybelline.Berserker: An angry stare at the Ground
Gravity simply fears the implications of simultaneously making you angry and propelling you towards the earth at terminal velocity, so it let’s you stay afloat until you’ve found that perfect spot for a vacation home. And it Better!
I have suggested that the Scepter AA in Water will apply a short-duration Chill with each of it’s 3 Projectiles. (1/4s per Projectile, total of 3/4s Chill). It wouldn’t be OP, as the Projectiles deal very little damage and are pretty slow and inaccurate, not to mention that the Chill from this wouldn’t last very long after Attuning out of water unless the Ele spends time building it up.
However, it -would- synergize with Shatterstone, mixing it and AA up would let you hit with the skill more reliably than before.
To answer why you’re feeling Guardian to be more difficult than Warrior:
Warrior has mostly Passive Sustain through High Health, High Armor and Auto-Procs. They’re built to simply take punishment, and dish out more in the same timespan. Running up to a PvE enemy as a Warr means you’re basically gonna take what it gives and return it threefold.
Guardian focuses on Active Sustain. You gotta Micromanage all your Boons, Blinds, Active Defenses such as Blocks, Cleanses and Projectile Defense as well as consistently make sure to heal back up, because while Guardian has heavy armor they have the lowest base health among professions alongside Elementalists and Thieves.
As for what Guardian does best in PvE, it’s Defensive Boons. No other Profession can hope to match them in that field. AoE Aegis, Stability and Protection is their fief and due to being able to support pretty well even when geared out for Max DPS, Guardians are almost always a welcome addition to any group, although not always Optimal.
I enjoy support roles. Makes me feel important.
In most games, that relegates to Healing, but through GW2 I’ve also gained a penchant for Buffing. So naturally, I gravitate towards Druid and Chronomancer, but since most professions got some kind of Support I don’t feel pidgeon-holed into a specific Profession or Playstyle. (One of the things I really enjoy with GW2)
Self-Regulating Elixirs needs to go. It’s one of those “Passive Procs” that aren’t really connected to skillful play at all. Not to mention it can be punishing since Elixir S means you have 4s where you can’t cap, attack or anything else but running away.
Hammer should remain as it is, untouched. It’s got a few cracks in the supposed armor that can be easily capitalized on if you just learn how to fight Scrappers. Primarily, it’s the Long Activation Times (#2 and #5) and Animation Lockdown (#3, also it only evades during the leaps. Hit them as they hit you and CC them out of it). A carefully placed Headshot from a Thief, Glyph of Equality from a Druid or Diversion from a Mesmer will pull a Scrapper straight out of their stride.
The reason Scrapper feels so powerful right now is because they’re a Bruiser-style Profession. They shine in fights against Glass Cannons the likes of Daredevils and Dragonhunters who rely heavily on bursting down enemies quickly. It’s the same reason Druids are still around, because they’re also Bruisers that mix Damage with Sustain.
1) Will we see more enemies with more “specified” roles from here on?
I love the fact that there are so many different kinds of enemies in HoT that focus on different things, such as Floppers, Menders, Healers, Punishers etc.
I hope you keep going down this route, and maybe even split enemies up more to make them even deadlier in groups.
2) Will enemies get more Boon Hate and Boon Distribution?
Currently, AI enemies deal a lot with Conditions, CC and supporting eachother, however there are very few enemies that grant Boons to eachother or remove Boons from players. I’m hoping this will play in more as boon-stripping can be devastating for Players and thus add a challenge to encounters that doesn’t constitute More HP or Damage.
3) Are you actively working to improve AI of Core Tyria mobs? Will they be given similar behaviour as HoT enemies or remain as they are right now?
Core Tyria is supposed to be easier, yes. However, I don’t think an AI overhaul would hurt since the enemies won’t really get new stuff added to their kitten nals. It’d be a refreshing change, for sure.
4) What new, nefarious mechanics do you have in store for us for LS season 3?
Give us a sneak peak! There’s gotta be something new we haven’t seen before.
Bosses that One-shot generally one-shot more than just “Glass Cannons”. A little Toughness or a litte Healing Power won’t save you if you miss the giant killer move tell.
People who drop are running around in everything from Zerker to Carrion to soldier, cavalier, dire or just some juxtaposed mish-mash of whatever they could afford on the TP. Half of those think they can just tank a hit because they run some Toughness in their build and then get a rude awakening when they’re suddenly downed in a Mordrem Sniper’s Arrow Field.
Noone thinks it’s funny to rush in and die. People who play Glass Cannons in open-world PvE play it like that because they know how to, and if they die occasionally due to an unforseen event, missed Dodge call or sudden latency spike, then they’re no more “exploiting” than anyone else who dies.
You need to have the Druid Specialization Line equipped. It can only be fitted into the bottom slot in your Specializations window.
The tradeoff used to be that Chill had very few applications, and generally wasn’t applied for as long as Cripple is.
Then Reaper came about and now throws out Chill like wintersday gifts, and Tempests with AoE Frost Aura on a 20-25% uptime means your cup runeth over. They need to either curb Chill’s efficiency (And then increase the uptime of some other professions) or curb the Uptime of some of the Elite Specs such as Reaper.
Defense
(First Line focuses on Weakness, Second line on Passive Sustain, Third line on Weapon/Utility Skills)
Minor
Adept
Master
Grandmaster
Reasoning
The Defense was, in many ways, where all the Warrior’s sustain was centered without even as much as dipping into other fields. It also had a lot of passive sustain in Defy Pain, which I felt was prudent to a change that rewards active use of Utilities rather than a Double Take when you get careless. I also changed up Last Stand to rather counter-act CC chains than acts as an Auto-prompt, meaning it has A/ Counterplay (Enemies need to space out their CC rather than spam it) and B/ Selective Activation (It will no longer be wasted on say a Thief’s Headshot.) Also added some serious buffs to Weakness that might be interesting to Condition or Hybrid Warriors.
Tactics
(First Line focuses on Soft CC, Second line on Weapon/Utility Skills and Third on Party Support)
Minor
Adept
Master
Grandmaster
Reasoning
Tactics is the Team Support tree for the Warrior, but it was pretty much the same deal all-in-all. I decided to add some more play on Soft CC such as Blind, in order to give the Warrior a different approach to team support than simply being “That guy with Shout Heals” if he so wishes.
Discipline
(First Line focuses on Mobility, Second on Weapons and CC and third on Boons/Adrenaline.)
Minor
Adept
Master
Grandmaster
Reasoning
Aside from shifting focus onto CC a bit more, I also wanted to work with all venues that a Warrior is supposed to cover when I tailored this Spec Tree, to give it more of an identity besides the Adrenaline Fixation (Which, honestly, I felt lacking in any case). The biggest thing to note is that I suggest that Fast Hands instead be spread across different Spec Trees, affecting weapons that primarily work with those Spec Trees in order to take the pressure away from Discipline as an absolute “Must-have”, while still retaining usefulness with some builds.
Sometimes earlier, I posted a thread about some changes I’d like to see to baseline Warrior. Now that a Warrior change is on the newsletter, I figured I might as well reintroduce it with some changes.
Strength
(First Line focuses on Direct Damage, Second on Low-HP Fighting/Comebacks and third is Weapon/Utility Skills)
Minor
Adept
Master
Grandmaster
Reasoning:
Strength overall was a Spec Tree that was pretty good, but very narrow and offered limited venues for offense. There was little choice to be had as Adept, Master and Grandmaster were all dominated by a single trait in different game modes. I aimed to make things a bit more diverse, offering two distinct paths towards offense: One that is reliant on constantly pumping out damage, and one that focuses on relentless recovery so that the assault can continue on even if the Warrior is pushed to the brink.
Arms
(First Line focuses on Condition Damage, Second on Critical Hits/Fury and third on Weapon/Utility Skills)
Minor
Adept
Master
Grandmaster
Reasoning:
In order to bring some more viability to this line, I decided to focus all the Condition Damage into this line so that Condition Builds for Warriors won’t have to pick out several lines where they only need a single Trait to work. I moved Body Blow and Distracting strikes here in order to open up another venue for Condition Damage builds as well, making it synergize with CC more if that’s the path the Warrior wishes to take.
Mesmer – Trickster
Weapon: Shortbow
Skills: Tricks (Duh)
Mechanic: A new meter, Guile Meter is displayed behind the Shatter Skills, activated by F5. The meter increases with every use and Hit of a Shatter Skill, meaning more Illusions and frequent shattering is rewarded. Activating this mode is called “Ego Surge” and While in this mode, the total amount of Clones and Phantasms that the Trickster can have out is increased to 5, obviously also increasing the effectiviness of their Shatter Skills. Ego Surge doesn’t last long, but the meter doesn’t detoriate out of Combat.
Mechanic: Ego Surge:
The new Weapon they get, Shortbow, isn’t just a ranged weapon. That’s right, true to their nature of deception and trickery, Tricksters get Melee Shortbow. Or well, rather it’s a Hybrid mix as follows:
As for their Tricks, they wouldn’t be Physical Tricks like the Thief has, but Mind Tricks, Magic and Illusions, of course! Furthermore, these Tricks use your clones to step in and help out, giving the Trickster an even stronger mindgame (see what I did there?)
Since the topic seems to be Revenants, might as well toss up my own idea for it:
Revenant – Martyr
Weapon: Greatsword (Ranged Condi DPS/Soft CC focused)
Legend: Legendary Revolutionary Kalla Scorchrazor. Her legend’s thematic is all about turning the Tide of battle and sacrificing your own better health for the sake of Victory.
Mechanic: A new F2 skill called Sacrifice, which is an upkeep skill that causes all Energy Costs to be replaced with an HP cost instead, allowing the Martyr to keep fighting even when their Energy runs out. In this mode, any healing they recieve is reduced, but when they Deactivate it they let loose a surge of energy that Heals them and nearby allies depending on how long Sacrifice was active, allowing them to turn the tide of battle.
Sacrifice Mechanic:
Weapon Skills:
Utility Skills:
(edited by TheSwede.9512)
I’m gonna be honest, but Racial Legends aren’t gonna work. Why? Because they’d mean different races have different Advantages and Disadvantages while being a Revenant, which is something ANet wants to avoid.
Unless the differences a purely cosmetic, they won’t implement something like that. Even then it’d be more work than just slapping 1 New legend on and call it a day, which is probably what they do.
Also, don’t forget that Elite Specializations require a change in playstyle, aside from merely adding something to a profession.
Elementalist
The Spellweaver: gains access to physical skills (?), main-hand sword (used for evasion), and a “spellweaving” F5 skill that combines the skills of any attunements on cooldown.
Depending on which elements are on CD, the Spellweaver may become:
Elemental Storm (Fire/Water/Air) – Rain fire, hail and lightning upon the target area, inflicting significant damage to enemies within.
Elemental Annihilation (Fire/Air/Earth) – Stomp the ground, pulling your target towards you with a shockwave that cripples and dazes them. Then raise a pillar of fire that launches enemies around it. Finish off with a lightning strike that inflicts massive damage and defeats downed enemies in the area.
Elemental Calamity (Fire/Water/Earth) – Encase enemies in the target area in rock prisons, immobilizing them. As this wears off, cause an explosion that burns and chills foes… and then smash the rocks apart to bleed them and knock them back!
Elemental Sanctuary (Water/Air/Earth) – Surround the area with rocks that push back enemies, winds that destroy projectiles, and pouring rain that heals allies and removes conditions.
Convergence of Elements (Fire/Water/Air/Earth all on CD!) – Unify all elements, covering yourself and nearby allies with an elemental sheen. You and all nearby allies stack conditions on foes and gain boons with each attack, depending on your current attunement.WOAH. The F5 skill is overpowered as kitten. I suggest that only the Convergence of Elements be used, and with a hefty cooldown too. Also, having an ele spec use physical skills is a bit… wrong. Do Eles have shouts already?
Since I was the one who cracked this idea, I’ll go ahead and answer these concerns.
On Spellweaving
As all forms of Spellweaving are done with the the same key (F5), this of course also means they share a Cooldown. The reason I didn’t post numbers are because that is where the Balance comes into play. Damage, Healing, Cooldown, Activation Time, Duration, Range, Radius, all these factors are what decides wether a skill is Balanced or not. Not to mention, all of these would be Channel Skills, meaning they can be interrupted.
There’s also the fact that the Spellweaver would have to carefully choose which Element to jump to, meaning they’d have to stay one step ahead of their Opponent at all times or risk being forced into Water or Earth at an inopportunate time.
On Physical Skills
Spellweaver’s theme, which possibly wasn’t clear from the front post because the Layout was jumbled, is all about Dance, and their Physical Skills wouldn’t be the Brutal kind that Warriors have, or the Lethal kind that Daredevils have, but rather the Rythmic and Empowering sense of Dance and Movement. Also, for an Elementalist it’s true that Physical Skills would be weird, but for a Spellweaver it’s a whole different story.
And that’s what Elite Specializations are for! They’re supposed to take the Base Profession and toss it on its head, looking at it from a new angle. And the angle for Spellweaver is heated, physical contact. That’s why I designed Sword as a primarily Defensive Weapon, rather than offensive, in order to keep the Spellweaver up and in the opponent’s face despite the Elementalist’s Low HP and Armor.
EDIT
I see now that Elemental Annihilation is worded as an AoE, which is indeed OP. I thought I changed that over to be Single Target… Hmm, well, it’s supposed to be!
(edited by TheSwede.9512)
Guardian – Crusader
Weapon: Mainhand Axe
Utility Skill: Glyphs. These Glyphs change properties depending on wether the Crusader is aligned to Redemption, Punishment or Neither.
Mechanic: Adds a new Alignment Scale mechanic that shifts right to left depending on wether the Crusader focuses on Group Support or Offense. They also gain a new F4 skill that ties in with this, called Alignment Shift.
Mechanic: Redemption vs Punishment
Above the Crusader’s Virtues is a new scale that always starts in the middle. This Alignment scale will shift to the right or the left depending on the Crusader’s actions, and in doing so it changes the properties and abilities of his Virtues’ passive effects. There would also be a plentiful of Traits in the Specialization Line that grants different Bonuses depending on the Crusader’s current Alignment.
Alignment Shift (F4)
However, the Crusader knows that one cannot solely rely on neither Redemption nor Punishment in order to do the right thing. When Activating Alignment Shift, as the name might imply, the Scales are immedietally Shifted to mirror the current Alignment. If the Crusader were 50% into Redemption upon activation, they will instead end up 50% into Punishment when Alignment Shift is activated. This can be used to quickly Switch between Offense and Support as needed.
Virtues:
Weapon:
Utility Skills:
(edited by TheSwede.9512)
Ranger – Beastwalker
Weapon: Dagger Main-hand (Heavy CC and Condition Damage Focus)
Utility Skill: Mantra. Differs from Mesmer Mantras in that they create a Unique Pulsing effect on the Ranger and the Pet both. Each Mantra can be used Twice after Charging.
Mechanic: New F5 skill called Spirit Fusion, which causes the Beastwalker to merge his soul with his pet, transforming the pet into an enhanced version and gaining full control over it. Like this, the Beastwalker gains all Pet Trait and Skill Effect bonuses but loses access to any Utility Skills. The Beastwalker also takes on the Pet’s Attributes and HP, however they’re enhanced further while Transformed. If the Beastwalker loses all Health while transformed, they’re forcefully split from their Pet and the Pet is defeated, while Spirit Fusion goes on Cooldown. While transformed, their 1-5 Skills are replaced with the Pet Family’s skills, however they’re enhanced, carries lower cooldowns and have slightly different functionality.
Example: Felines
Example: Canines
Weapon Skills:
Utility Skills:
(edited by TheSwede.9512)
I have not the faintest clue, it entirely depends on how Powerful the Minions are, their cooldown Times and of course Cast Times.
If you’re considering the Visual Clutter, that too could be an issue however I am personally hoping that a Minion-focused Elite Spec would have ANet look over Pet AI to kill two birds with one stone, so implementing something like standard Models for Pets and Minions could be a thing of the Visual Clutter makes Competative play difficult.
That aside, we’ve seen Necromancers run around with a horde of undead minions. I personally could see a Warrior run around with a squad of trained Pact soldiers (They could have matching uniforms!)
Elementalist – Spellweaver
Weapon: Sword Main-hand
Skills: Physical
Mechanic: A new F5 skill called “Spellweaving”, which combines the elements of any Attunements currently on Cooldown.
Can you feel the rythm of magic? The Spellweaver sure can, weaving it into deadly elemental dances that simultaneously entrance and terrify those who bear witness to it. As they dance through their attunements, they accumulate the magical power into powerful “Spellweaving” techniques.
Whenever the Spellweaver exits an attunement, they empower a new F5 skill with the respective element of that attunements, which stays active until the Spellweave is activated, however they can only be gained while the elementalist is in combat. The Spellweave becomes available once 3 or more Attunements have been “added” to it, resulting in 1 of 4 different forms:
The Spellweaver’s choice of weapon is the Sword, which they use for a close-quarters, defensive fighting style built around quick, dance-like attacks involving evades, lunges and mobility.
Weapon Skills:
Fire
Water
Air
Earth
Ok, that took a lot of space. Let’s quickly mention the Physical Skills that the Spellweaver would get. As some might’ve guessed, the Physical skills are not the brutal kind that Warriors have, or the lethal kind that Daredevil uses. Rather, they’re based around Dance and rythm, tailored after the elements.
Utility Skills:
Next up is Warrior on my list. Yep, I’m going through them all. Considering that the last iteration was the Damage-focused Berserker, I decided to go with a Support-focused Commander this time around, that primarily focuses around teamplay. And yes, I realize it’s AI involved with Troopers here, but it just fit better.
Warrior – Commander
Weapon: Pistol Off-hand
Utility Skill: Troopers (Minions). Differ from Necro Minions in that instead of an Activated Ability, they have 2 different Modes.
Mechanic: F2 becomes a Rally Skill, which Pulses a Unique Effect to nearby Allies depending on the Off-hand Weapon or Two-handed weapon that the Commander currently has equipped. Rally skills gradually cost Adrenaline to have active and can only be activated with full Adrenaline.
Weapon Skills:
Rally Skills:
Utility Skills:
And next up is gonna be Necromancer. This one I themed heavily around the idea of Witches and Warlocks, the good ol’ kind with cooky cottages, cats, crows, nasty brews and curses, but I also wanted to bake in the idea that oftentimes the people called out as Witches were often just clever old people good at herbalism and house remedies, which is reflected in the Supporting nature of this Elite Specialization:
Necromancer – Witchdoctor
Weapon: Torch
Utility Skill: Conjurations (Consecrations)
Mechanic: Death Shroud is replaced with Witch’s Shroud, which focuses heavily on Ground-targeted AoE Condition Damage and Group Support. They also gain access to a new Condition called Lethargy.
Weapon Skills:
Shroud Skills:
Utility Skills:
So yeah, expect me to post here a lot, and expect my posts to be lengthy too. First up is my idea for a Sniper Specialization for Thief. Now, the most difficult part was to come up with a way to curb Thief’s insane mobility, as that’s what primarily kept them from getting a Long-ranged DPS weapon. I think the mechanic that came to mind actually works, so let’s check it out!
Thief – Sniper
Weapon: Rifle (Long-ranged mixed Direct/Condi Damage, focusing on AoE’s when not in stealth or prone mode)
Utility Skill: Gadgets.
Mechanic: Snipers gain a new F3 skills called Prone Stance, in which they drop into a hunched stance. While Prone, they can only move at Walking Speed and any Endurance Regeneration is stunted. Dodge-rolling and Shadowstepping will also break Prone. In return, Stealth Duration is increased while Prone and the Sniper gains access to Devastating Prone Skills which can be used both within and outside of Stealth for different effects. Prone Stance also changes Dual Skills while dual-wielding, which will become Devastatingly more powerful in return for cancelling out Prone stance and putting it on cooldown. Prone Stance carries a Cooldown, similar to Steal.
Prone Stance Skills:
Weapon Skills:
Utility Skills:
I think we need some more Runesets similar to Pack Runes and Durability Runes, aka Runes that grants +175 to One Stat, +125 to Another and still has some sort of Bonus that affects playstyle. They mash very well with 4-Stat Amulets because they can add both to Strengths and Weaknesses depending on how you play it. (Pack runes were pretty popular before the Sustain Meta, and Durability Runes are basically what allows Scrapper to run Marauder over Celestial.)
We could use a few more combinations, perhaps something like:
+175 Power
+125 Condition Damage
+ (Specific) Condition Duration/Application
+175 Condition Damage
+125 Expertize
+ (Specific) Condition Duration/Application
+175 Healing Power
+125 Toughness
+Outgoing Healing/(Specific) Boon Duration/Application
+175 Precision
+125 Ferocity
+(Specific) Boon Duration/Application
Overall, stuff like that. One idea would be to rework less used Runes such as Melandru Runes, Dwayna Runes, Fire Runes, Orrian Runes etc.
Spectral Wall being just that, a Wall, makes it shine in large-scale engagement as it lacks an AoE Limit, much like Line of Warding and Veil. I think lowering to 35(28)s CD is a bit too much, but 40(32)s is a good number IMO.
Well of Darkness needs to go down to 30s yes, considering all it does is AoE Blind which frankly is kinda weak. The Well lost a lot of potential when Chilling Darkness was given an ICD.
Staff does good as a Condi/Utility weapon.
Buff Axe to respetcable levels instead. Change its functionality to be Projectile-Based rather than Hit-scan based if that’s an issue.
I know a lot of people prefer Chrono Tank (And I can figure why: Mad support, lots of Evades and Invulns, doesn’t lose a whole much from being the tank etc) or no Tank at all, but I’d like to take a look at these two professions to see what they bring to the table (I’m considering either simply because I love their playstyles).
For the Scrapper, the pros seem to be:
1. Great Personal Protection uptime
2. Great Personal Healing
3. Evade and Block Deals Damage on Hammer, allowing you to sustain and damage at the same time
4. Decent to Awesome CC depending on Utilities
I’m not sure what Specs a Scrapper tank would run though. Explosives/Tools/Scrapper?
For Reaper, the pros seem to be:
1. Can run Valkyrie and still output Optimal DPS (For a Power Reaper) with a proper team setup, allowing them to facetank more and dodgeroll less.
2. Has 2 HP bars
3. AoE Fear and Stun, loads of Chill.
4. Possibly one of the easiest rotations to get down.
One question about this: How would a Viper/Carrion + 1 Rabid/Vigilant piece setup work for a Reaper Condi Tank? Would it work at all since you have to give up Death Perception for Dhuumfire?
Thanks in advance for any advice.
Ok, so I’m back with a scenario this time:
Imagine a Mirror match where everyone are PuGs of equal skill level in actual fights. Setup is Chrono, Tempest, Rev, Reaper and Scrapper. Map is Forest.
At the start of the match, you notice that the Scrapper is gonna head far and he doesn’t listen to /t. What should you do in this case?
A/ Ignore him, go 3 to mid and hope to hold out long enough for your Home-point capper to reinforce and make it a 4v4?
B/ Send 1 other player with him in a 2-2-1 split, hoping they’ll be able to decap or steal the opponent’s Home Point despite you obviously losing Mid?
C/ Abandon Mid completely and rush people to far?
D/ Sigh, count a lost pip and just fight a losing battle as you normally would cause there’s no saving that?
So, according to the Wiki, the Revenant Sword Combo has the following Activation Times:
1/2s – 3/4s – 1/2s with the total number being 2.05s, meaning an aftercast of Approx 0.3s in total.
Let’s see about switching things up:
First Chain – Normal Sword Swing (130 Range, 1/2s AT, No Aftercast)
Second Chain – Normal Sword Swing #2 (130 Range, 1/2s AT, 0.1s Aftercast)
Final Chain – Heartseeker Animation (180 Range, 1/2s AT, 0.5s Aftercast, 1s Delay for Rift)
Whole Sequence would take 2.1s to complete, with the Rift delayed by 1s, pretty much identic to the former with a miniscule range buff for kiting enemies, while also putting a lot more weight into the final blow and hopefully giving a more fluid animation than what is currently provided.
At least that’s the idea, might look weird on Charr still.
Whenever descreption lists damage as hit per attack and not damage combined (i.e. 2000 (x6) ), it procs damage with each hit.
That’s the reason why Confusion has been so strong against Revenants since beginning and it’s always been like this. Intended.
Except you wouldn’t be biased, right?
Does anything in game proc 6-7 of any condi in one button press?
Hundred Bladed (Only Twice, though)
Unload
Poison Dart Volley
Are the only ones that come to mind. Should be noted that, far as I know, this only goes for Channeled Skills that does not summon an Object which does the damage. (Such as Meteor Rain isn’t affected by this, AFAIK).
Since elite Specializations aren’t available without HoT and before you hit 80, Dragonhunter won’t be his first choice since Vanilla Guardian is primarily Melee/Mid range Focused.
Ranger brings a Longbow, Max Range and high Burst Potential against single targets, with a good AoE skill in barrage.
Elementalist brings Staff, High DPS and a LOT of AoE damage, mixed with good support and CC.
Engineer brings Rifle or Pistols, Grenade spam/Mortar for AoE damage and loads of DoT through conditions.
Necromancer brings AoE DoT and CC with Staff, Steady mid-to-range DPS with Death Shroud, great Self-sustain and Wells for AoE Spiking.
So, judging from this thread, heading far is very situational? Hmm, makes me think my team needs a re-evaluation.
From personal experience, my team of 3 (Which is the oh-so-cheesy Herald/Chrono/Tempest combo. Bite me, I’ve mained Ele/Engi since a year before HoT.)
So far, our splits have generally consisted of sending Chrono/Herald to mid, while a snatch one of the PuGs and head far, leaving the last to cap home and then reinforce mid.
The reasoning for this split is to Contest Far long enough for us to gain a headstart from capping Home, while Chrono/Herald bunkers mid 2v3 or 2v4 until our homeboy comes in. Depending on enemy reactions, one of the Far team guys run back to Mid to make it a 4v4 there, or 1/2 of their guys return to their Home node to fight us 2v2 or 3v2 (if it’s the latter, we’ve generally counted the game as a win). Once Home and Mid are capped, we retreat and bunker up until the timer goes off.
So far, we’ve won most our games this way (Even against other meta combos), the few times we’ve lost has been because, and believe me I hate to say this, we’ve had a Thief on our team. Or the enemy team was simply better than us, happened too.
Have we just been insanely lucky to get this far? For comparison, our Herald’s in Diamond League, while Chrono/Tempest are Sapphire, sniffing on Ruby. Will we positively crash and burn later on?
I’m currently at an impasse. I cannot decide what profession to play in Raids.
When raids did hit, I was certain that I was gonna be playing Druid, so I made some Ascended Zealot armor and slapped it on.
Theeeeeen it suddenly started feeling like whatever my Druid was doing, A Ventari Herald or Auramancer did better. I’m still told that Druid’s useful, but with the trends we’ve seen in their balancing lately I’m not sure how much longer that’ll last.
So I’ve been looking at Engineer instead. I do love Scrapper and have been toying with the idea of playing the tank, but I could also consider playing Conditions (Despite the daunting rotations and insane price for Viper Stuff).
What I’m wondering is, as I’m the kinda guy that probably won’t make a second ascended Armor set (Ever), is which one is the safest bet to go with? Which profession will have more universal need between Zealot Druid, Tank Scrapper and Condi Engi? Where should I sink my money without having to worry about needing to sink more money in 3 months?
Thanks in advance.
Thanks for the kind words everyone! I’m by no means some sort of Master Warrior, but I feel I know enough to recognize some of the problems that the Warrior faces in competative gameplay.
Second Wind is particularily well received, and I kinda figured. I’m not quite certain making Cleansing Ire’s actual Cleansing portion into a minor is the right way to go about, but I wanted to present alternatives that wouldn’t pidgeon-hole Warriors into Defense and Discipline as much as its been in the past. Since both are skill-based (You need to actively hit a target in order to benefit from both) there’s still counter-play against each trait.
That’s also the reason I split up Fast Hands and threw portion of it into different Spec Lines, where the particular weapon in question comes to shine. Direct Damage Weapons in Strength, Condition Damage Weapons in Arms and CC-focused weapons in Discipline. I personally think Fast Hands is important, but also too powerful to be made entirely baseline. I feel the solution I’ve presented with Powerful Arms, Precise Arms and Brutal Arms works well as a middle ground between the two of the choices.
Looking at the feedback, I’ve gone in and made a few changes:
Peak performance
This skill used to give a set Damage buff to what was essentially a Control Skill Set, which struck me as a bit odd after going back to look at it. To keep in line with the overall feel of the set while making it useful still, I changed around the bonuses from the Trait to be unique to each Physical Skill.
Dual-Wielding
While supposed to be a Crit-based Trait, this was solely useful for Condition Builds in the former iteration I suggested. Now it’s been changed to accomodate whatever Off-hand weapon’s thematics that you run with it.
Unstoppable – Powerful Synergy were sometimes useful, but often too niche to see proper use. Unstoppable on the other hand will be very useful for Warrior Sustain, allowing them to move unhindered across terrain and easily close gaps against kiting enemies, making a Melee Fighting Style more viable to Warriors and increasing In-Combat Mobility.
Blunt Force – While useful, the set Damage bonus was kinda boring and didn’t last very long. The current iteration is much more Powerful but also requires active Playing and Skill from the Warrior to actually land CC on enemies, rewarding them by letting each consecutive blow hit harder and last longer. The addition of Condition Duration also helps with sustain (Weakness) and synergizes well with Distracting Strikes, for those who wish to try a Condi-CC build.
Tactics
(First Line focuses on Soft CC, Second line on Weapon/Utility Skills and Third on Party Support)
Discipline
(First Line focuses on Mobility, Second on Weapons and CC and third on Boons/Adrenaline.)
Berserker
(edited by TheSwede.9512)
Strength
(First Line focuses on Direct Damage, Second on Low-HP Fighting/Comebacks and third is Weapon/Utility Skills)
Arms
(First Line focuses on Condition Damage, Second on Critical Hits/Fury and third on Weapon/Utility Skills)
Defense
(First Line focuses on Active Sustain, Second line on Passive Sustain, Third line on Weapon/Utility Skills)
(edited by TheSwede.9512)
I personally love the Adventures. They’re a great source of experience, you get mastery points for doing them and they breath fresh air into the game by giving you access to stuff you can’t do elsewhere.
Sure, I get frustrated when I end up running myself off a cliff for umpteenth time, but nothing to do but bite down and deal with it.
Among my favorites are Sanctum Scramble (Ah, the good ol’ platforming. Not as easy on a keyboard, but I got gold after 23 attempts so it’s all good), Drone Race, Ley-line Run (Though that one’s just an easy Gold medal) and Haywire Punch-o-matic (Can’t get gold on that one, though.)
I don’t like Shooting Gallery. Not really that good at FPS stuff, even with Action Camera silver is a challenge.
If you’re having trouble, just hang on a bit until Dulfy posts a guide about Adventures, once you know the routes, tricks and shortcuts it’s quite easy to get gold on a lot of them.
How about giving players a shot to “Stop the clock” so to speak, by for example Breaking their Break Bar or beat spawned enemies within a set sub-timer?
By playing for another year, collecting things as you go and play the game, obviously.
Seriously, Legendaries are hard work, they were designed to be a long-term goal for players to work towards… Not something handed out as a participation award to every bloke who hit 80.
There is no grind involved. Legendaries are not substantially better than other gear, they’re on par with Ascended weapons. The one thing they have going for them is Stat Changing, and that’s nothing short of a QoL addition that rewards those who work towards it. Legendaries are not required to play the game anywhere, or to progress past some sort of wall. They’re vanity items. Bragging rights for those who worked towards them. And that’s it.
Don’t forget Lunar Impact and Natural Convergence while in Celestial Form. Former is a 3s Daze (6s with Moment of Clarity, it’s one of the -the- best Break Bar Breakers, ESPECIALLY coupled with Quick Draw.) while the latter pulses Soft CC and ends with Pulsing Immobilize.
Marauder is expensive to craft, the Ebony Orbs used in the crafting process are crazy Expensive. But at the very least you’ll have access to it from the Master Crafter, as they sell Marauder and Crusader recipes for Karma.
Now Viper’s is Auric Basin-based. Gotta buy the Insignia/Inscription/Jewels recipes from the Exalted Vendors and find Armor/Weapon recipes in the Chests beneath Tarir after the Meta-event has been done.
in Guild Wars 2: Heart of Thorns
Posted by: TheSwede.9512
This isn’t some kinda design fault, this is purely on the players.
7-8 Challenges in Verdant Brink are Solo’able.
4-5 Challenges in Auric Basin are Solo’able.
6 Challenges in Tangled Depths are Solo’able.
All 3 Tower Challenges in Dragon’s Stand are Solo’able.
In total, at Optimal Conditions, 24 Solo’able challenges, you need 25 in order to fully develop an Elite Spec. Gathering 10 SP in core Tyria is so easy you could fall asleep doing it, it’s all 8 in Queensdale + 2 in Ebonhawke for humans. Takes you what, 10 minutes tops to get done. Even if you miss the one in Auric and the 3 in DS because of Meta Event requirements, you’re still 200 HP into your Elite spec, 80% Done.
If you leveled entirely through Tomes and have absolutely 0 remaining Hero Points at 80 well guess what? Tough luck. You took the easy way up, and now you’ve got the hard way further. Fair’s fair, deal with it.
I’m seeing alot of discussion about how mastery relates to burn out, that’s not the case.
Mastery = Millions of experience
Millions of experience = time buffer so people don’t realize the mastery system is non-beneficial and shallow character progression.
At its core, mastery is just something to keep consumers occupied. You aren’t doing anything original or unique. It’d be a different story if the player actually learned the itzel language (etc.) by doing related activities.Ah, I just made a comment to this effect on another post – you’re exactly right; if mastery was related to trying to do the things you are mastering, it would make sense and wouldn’t be a 9999999999999999XP grind (which is a lot of veteran spiders, by the way). Like trying out jumping mushrooms ~40 times before it actually takes you in the right direction and doesn’t get you nearly killed, or something like that.
The issue with that is it’s easily bypassed. I could literally just stand next to one mushroom in one corner of a map and jump on it over and over again until I unlock that mastery. Same thing with Itzel lore, just talk to the same npcs over and over again. So how do you slow people down so they don’t unlock all the masteries instantly and devalue the point of masteries meaning to be the long-term horizontal progression?
I mean, that’s a viable way of leveling a skill… it’s not a bypass. As the game currently stands, you can stand in one corner and bash a single dinosaur over the head until you unlock every single mastery.
If you want to slow down masteries presented in that fashion, you just need to make sure the people can only gain, for instance, a certain number points in a mastery level from a single NPC or mushroom per day. They can always come back and do it again tomorrow, but if they want it quicker they will need to seek out other NPCs/mushrooms. Gliding would be slightly trickier, but I see nothing wrong with a “total flight time” being the requirement. Makes a lot of sense for glider players, and also encourages using gliders more.
So here’s the real question: why don’t the Guild Wars 2 devs seem to care that the leveling system is completely detached from the actual masteries? I could be leveling mushroom jumping without ever even SEEING a mushroom. By hitting a dinosaur with a pointy stick. In that abandoned little corner you mentioned.
That’s another problem though: Time-gating.
GW2 players don’t like Time-gating, so sadly your solution would get as much flack as the current one because players couldn’t do it all in one day.
It’s rock and a hard place, this community can’t be pleased. It’s spoiled rotten and beyond help, nothing ANet will do or can do is going to change that.
Different mobs require different tactics.
Pocket Raptors, Stonetails, Mushroom Chargers etc will always be moving and deal a lot of damage, but CC them once and they’re toast. For warriors, Hammer is a great Weapon to deal with them (Especially the Burst and #4). If you have Berserker, using Bloody Roar to taunt enemies on Berserk can be really useful to round up trash mobs.
Stonetails are just huge CC beasts and health sponges, generally harmless but annoying to have around. Ranged them.
If you have the Pact Commander MAstery R2, crafting a discipline from 0-400 now nets you about 10-11 Levels, rather than 7 as before. Worked wonders for me when I was working on my Revenant.
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