For the record, the enhanced critical damage was needed just for the damage to actually reach generic generalist level.
Not sure what exactly you’re addressing.
What I’m adressing is the fact that you keep stating that celestial shouldn’t deal much damage, but that the damage level should be ‘average’. The only way to have it deal ‘average’ damage is by having the current crit level. Even with the high crit, the damage is below that of soldier’s. It takes boons to actually get ahead of soldier’s, a defensive set.
If it lasts 3 seconds against an opponent that deals 2000 damage per second (not an unreasonable amount) then 3 seconds of protection will prevent 6000*33%=2000 damage. That’s more than the regeneration would heal you.
If you made it last 5 seconds without added effects, the potential damage prevention would quickly increase, causing unbalance compared to other skills.
Finally, skills should be balanced on their actual effect. This heal is meant for a boon build so naturally it’ll be less effective in non-boon builds.
The added benefit of Inscription would be that you can pick a different boon should you choose to.
To be fair, when it comes to polymorph skills, this is one of the better design across games. You can actually do something while it is active, unlike other games where you have to sit it out. It’s one of those occasions where the grouped-skillbar system works pretty well.
However, you do have a point to the practical application: would it be more useful if it could change everything for a longer duration, but pick a random transformation (giving a slight chance to actually change the target into something more powerful)?
I only have 45% Boon Duration and don’t take Quick Glyphs as i would lose Zephyr’s Boon. I am guessing 75% duration would be taking 3 × 2 different sigils that grant boon duration?
That is correct. However, my main point was that the duration is right mainly because if you combine it with the right things, it’ll be very good. And that’s the way it should be. If you’d give perma protection without trait investment the ele might as well get more toughness instead.
As for the duration, mathematically it is pretty good. Compared to the alternative (regeneration) you can potentially prevent more damage through the short protection duration than you can heal with the regeneration.
Heard that will be getting nerfed/changed with the March update though.
That sounds likely…I would probably change it too.
For the record, the enhanced critical damage was needed just for the damage to actually reach generic generalist level.
Assuming you have 75% boon duration as well as the Quick Glyphs trait, you get:
5+3.75=8.75sec protection from Elemental Attunement.
3+2.25=5.25sec protection from Glyph of Elemental Harmony.
You can get the first bonus twice every 20 seconds and the second bonus once. This means that you can get:
8.75+8.75+5.25=22.75 seconds protection every 20 seconds.
Granted, this is a best case scenario, but it does give you some leeway and can easily result in a 90% protection uptime. Add boons from other players and/or skills like Armor of Earth, and it’s plenty of duration.
Also, like you mentioned, there’s the Inscription trait that doubles the boon duration. And finally, compared to most skills that cause protection, the duration is pretty much the same. Longer duration usually occur only on skills with a very long cooldown.
Combined with Elemental Attunement it’ll give you almost permanent protection.
I’ll be glad when the pro guilds figure this out so I can just tag and leech along when they do. I have no intrest in putting time and effort into a boss that’s ultimately just another auto-attackfest with 1 or 2 boring mechanics.
The marionette is so well designed it cannot even see the wurm in the rearview mirror…
Hey, thanks everyone! We spent a lot of time tweaking the balance on this, and I’m glad that so many people appreciate our efforts. We REALLY like hearing that people are making memories and cheering each other on. Those are the kinds of experiences we make MMOs for.
I’m not surprised that the Wurm is not liked by as many people. We were making that specifically for the hard core groups that are all about the organization and figuring out the strategy and tactics. It’s really cool watching the community grapple with this puzzle and innovate as they get closer and closer to finding a winning strategy.
I’m ‘so’ glad the content that everyone likes will get removed, whereas the content that’s just for hard core players will be removed. Keep up the ‘good’ work.
Apart from ArenaNet stating this part of the story wouldn’t be about dragons, and the fact that the Living Story takes place seperate from the Personal Story? The end boss could be undefeated in some players’ versions of the Personal Story.
Why would she want the injector itself? It’s just a container attached to a needle. Something she can make with immense ease within 5 minutes I’m sure. If not less. It makes no sense at all for her to be after the injector.
Far more likely she was after the anti-toxin.
there’s stealing an army, or a fleet, and there’s stealing a single item that she could’ve built in hours, with much, much less effort than “fool the kraits, give them a false god, spend 4 months tormenting all of tyria… for a giant needle”
it doesn’t just sound implausible, it sounds stupid.
It doesn’t sound stupid to me. If you wanted to ‘change’ the Pale Tree, you’d want something that’s been tested to confirm it’s working. She got the Krait and the Nightmare court to build a ‘test tree’ and then Marjoy shows up and makes something that can infect huge trees. Maybe she could have made it herself, but Marjory already made the injector so why not steal it? And it may just be to take apart and make an ‘improved version’.
The combination of things could be a grand plan to infect, change or kill the Pale Tree. I’d hardly call that stupid. Given the fact that the Pale Tree isn’t exactly best friends with Scarlet, I’d say it’s highly plausible.
Use earth elemental summons. They can tank quite well.
You may wanna get a focus and maybe Conjurer Earth Shield for the extra invulnerability skills they give.
+1% boon duration does sound like a good alternative.
Using a Melandru’s Gaze on my human ele. Dyed my armor to match.
Why would she want the injector itself? It’s just a container attached to a needle. Something she can make with immense ease within 5 minutes I’m sure. If not less. It makes no sense at all for her to be after the injector.
Far more likely she was after the anti-toxin.
The same could be said about most things she ‘acquired’. What if she needed an injector that could inject stuff into huge plants…like…the Pale Tree maybe?
she could still make one herself.
That goes for everything we see. From the watchknights to the airships, she was brilliant enough to have made them herself. Why is this one particular item not something she can steal, but should have made herself?
Wait. Map completion requires WvW maps too? WTF?
I had a friend find this out ~5 months into the game after reaching ~70% world completion. They never logged in again.
Sounds like they would have quit the game regardless…even if you don’t like PvP, it’s not like you have to spend days there…you could get most of it without actually encountering any enemy players if you played at the right time.
My character smiles plenty during lore cutscenes and emotes. But why smile if there’s nothing funny?
I’d really like a dev answer on this one…it’s not so much about the actual numbers, as it is about the ‘hey devs, did you consider this yet?’
Why would she want the injector itself? It’s just a container attached to a needle. Something she can make with immense ease within 5 minutes I’m sure. If not less. It makes no sense at all for her to be after the injector.
Far more likely she was after the anti-toxin.
The same could be said about most things she ‘acquired’. What if she needed an injector that could inject stuff into huge plants…like…the Pale Tree maybe?
Another thing that interests me is the fact that one of Marjory’s antitoxin injectors is located in the lair. Maybe that was what Scarlet was after all along? And if so, what are the implications?
It was said she left with something but no one knows what…
If it was the anti-toxin, then she could use it to create a toxin that is immune to the anti-toxin. Or she was taking it as a precaution… but why not make the anti-toxin herself then?
That’s not why I mentioned it. What if the injector itself was her target?
Cleansing Water only removes one condition every 5 secs. Even if it removed two, it would be far from enough to survive in PvP.
Yet that only applies to sPvP, and from what I’ve been hearing, Anet is planning on removing it. Now imagine swapping to water, and the casting your heal, and it’s suddenly 3 conditions…that’s the same as Ether Renewal does.
Tengu were a bird race that they never put in, but meant to and built a starting area for. I think given that most tengus in the game use bows, and that birds are a dextrous species, that would be this race’s attribute.
The Tengu are a race that appeared in Guild Wars 1 as well, and they had quite a bit of lore before Guild Wars 2 came out. To dismiss them as ‘something that was supposed to be in the game but didn’t make it’ doesn’t do them justice. There’s more to them than just being a cool birdlike race and they have a proper place in lore.
I see. I’d totally forgotten about that. Thanks.
I think Taimi just won this contest. :-)
She enters the golem during the fight against the marionette.
In the intrest of gathering data…I like the marionette, dislike the wurm. If everybody posts their like and dislike, then we will know.
I have no idea why you think this is not ok…after all, this is pretty much what they’ve been doing for a while now. You could have expected something like this.
Is it just me, or is it a little odd that in the week after ArenaNet anounced a nerf to berserker damage, the boss that comes out is pretty much a dps race? Not saying I dislike the boss, quite the opposite. I really like it. But I’m glad I don’t use a tank build for my ele. Especially the fight in the circles, is very hard for bunkers as it requires a substantial amount of dps, but the same goes for the champions that run to the gates. At some point cc simply stops working so if you didn’t dps it down by then, you’d better have enough dps for the last bit.
Just some food for thought…what am I seeing wrong in this picture? And mind you, my issue is not with the boss fight itself…it’s awesome.
Gotta say…really liked the long dialogues between the various cast members of the Living Story. A lot. The story from Kashmeere was a bit out of nowhere, but the rest seemed very fitting. The small Asura I liked especially, and boy does that golem look awesome (especially with her riding it).
The Kasmeer story may not be as unrelated as we think.
Well, maybe too much out-of-the-blue then. Because it came as such a surprise, it felt a little…forced. That doesn’t mean I didn’t like the story bits overall though.
Also ThiBash, the way you talk about Celestial gear shows exactly why it needs a change to actually be all-stat gear. It’s not intended to be “bunker DPS” or so. If you can categorize it, it’s not working.
Which is exactly my point. The dps on this set, provided the build can make use of all stats, should be exactly midway between ultimate tank and ultimate glass cannon. The extra critical damage allowed it do just that (confirmed by many, many hours of buildcrafting with many different boon and trait setups). If the extra critical damage is just plain removed, it’ll fall short of the centerline and thus, in essence, be unable to perform it’s role: being a perfect midway choice.
The reason I’m concerned about this is because of the throwable turret trait fiasco with the Engineer. Normal turrets got buffed, but when taking Throwable Turrets, the replacement skills do not benefit from other traits like increased range. This essentially made the whole turret buff pointless. Now, it’s clearly an oversight and not poor intent on ArenaNet’s part. However, I want to help them take in all the variables and think of everything that will be affected by this change. I’m not saying they cannot do it by themselves, but millions of players will likely outthink 300 or so developers. If Anet posted that their internal testing/calculations showed that the damage remained relatively the same then I’d stop posting.
So I ask you: is it so wrong for players to want this issue adressed, or at least want to know whether it’ll be an issue at all?
The portrait is of Omadd, Scarlet’s former mentor.
Then why does he wear Priory armor?
There’s also a torn up portrait of Gixx in there, with 2 knives in the area where the eyes would be. Also, those documents with the notes on it are spiralling into a black center.
This may be farfetched but it somehow reminded me of Kormir…no eyes, secrets…and with the 2 fractal options (which would then both fit the living story)…what if this DOES have something to do with Kormir (and in extension, what happened to the human gods)?
Another thing that interests me is the fact that one of Marjory’s antitoxin injectors is located in the lair. Maybe that was what Scarlet was after all along? And if so, what are the implications?
We have something of a logical inconsistency here. You assert that;
A. A celestial player’s benefit from crit damage is not high because of low power and precision.
B. A celestial player’s damage becomes “much much worse” because of the Ferocity change.These two positions are contradictory. You don’t have enough power and precision to benefit from critical damage, but you do become “much much worse” when your critical damage is reduced?
The thing is, celestial’s dps is roughly equal to soldiers when taking everything into account, including condition damage. Seeing as how they’re both average stats (someone recently claimed celestial was the more offensive minded of the 2) it’d make sense they deal the same amount of damage. However that’s only due to celestial’s damage being compensated by a relatively high critical damage. Without it, it falls behind fairly quickly. So while it is true that the total damage difference won’t be as much, it does mean celestial will fall from ‘avarage dps’ to ‘bunker dps’. The tiny amount of extra condition damage it gets pales in comparison, even if ArenaNet does go forth with the armor/health change on PvE bosses. And that still doesn’t do anything for celestial in WvW, where enemy players have no such change.
So overall, wheter you agree or not, it’s a nerf. And it doesn’t need one.
Healing power on staff eles is completely wasted as most of the healing is provided by the blast finishers which are based on the person using the blast to determine the healing amount.
Healing power is only relevant to D/D eles using the Signet, and even then they should not exceed 400HP
So I suppose all the healing from Soothing Mist, Healing Ripple, Geyser, Healing Rain, Elemental Attunement & Evasive Arcana is completely useless?
Staff eles probably shouldn’t main in this, but I can see having a few pieces of this working quite well.
I would use GoEH, GoEP and GoE at least, most likely picking Quick Glyphs and just perhaps Incription.. but only if it had means of condition removal. Hmm, gave me an idea.
Like how you can use the Water grandmaster trait with Inscription to have Glyph of Elemental Harmony remove 2 conditions when attuned to water?
Bolded stuff is for dev clarity.
It’s mostly Air Attunement now that has some (minor) issues. The increase in radius on Fireball made Chain Lightning somewhat obsolete, so a change/damage buff would be nice. Gust would probaly benefit from (even) faster casting, because as it stands now, the thing you want to push/interrupt is long gone by the time it triggers.
As for water blast and stoning, I think they’re ok right now. The problem with water blast is that it can potentially lead to a very strong bunker healer build when combined with Signet of Restoration, Soothing Mist and regeneration. Adding more healing to that is probably unwise. The same goes for damage, though I’d rather see more damage on it and less healing. Stoning doesn’t last quite long enough, but I think the idea is that Anet wants you to take some condition duration if you want it to last outside of Earth. I’m ok with that personally, and we do have other sources of weakness too.
(edited by ThiBash.5634)
10% direct damage reduction. There is no change to condition damage in the build, which Celestial builds accomodate comfortably.
The amount of critical damage per piece is reduced by more than berserker.
What part of that is so hard to understand? It’s not that we get a damage nerf. I’m fine with that. The problem is that the critical damage from celestial gets nerfed relatively more than berserker’s critical damage.
For example, take accesories. Berserker gets 60 Ferocity for 7% critical damage. Celestial gets 38 Ferocity for 5% critical damage.
60/7=8.57 points per 1% critical damage.
38/5=7.6 points per 1% critical damage.
Also, it seems that we now have still a week or two to convince Anet to take a look at this. Let’s make it count people.
Gotta say…really liked the long dialogues between the various cast members of the Living Story. A lot. The story from Kashmeere was a bit out of nowhere, but the rest seemed very fitting. The small Asura I liked especially, and boy does that golem look awesome (especially with her riding it).
It could work that way, but not at 1200 range.
Maybe if it had say 400 range or so…
Your math is probably correct. Now ask yourself: is celestial in a state where a 10% damage reduction should be applied?
I’d say: no.
I do realize. And I’m sorry to say, but Teq shouldn’t be solod, killed by a party of 5, nor a guild of 20 for that matter. There is a baseline for this and that’s around 70-80 people.
What most people doesn’t seem to realize, is that the diffuculty in the Tequatl fight doesn’t come from the mechanics, or damages, or whatnot – it comes from the following question:
Can you organize 80+ people?
Yes, and I object to that. It means that if you have a large guild, you can get a lot of followers. The first 10 may have organisational skill, but the other 70 are just opertunistic followers. So I guess the skill lies in mindlessly following organized people?
One of the cultural gloves looks very much like golem arms. You may wanna take a look at them.
The reason is likely that truly powerful spellcasters are rare. Unlike the game, the ships in the books only have roughy 1 spellcaster per ship. This means that the ratio of spellcasters is likely 25 to 1 at best, and likely worse. Physical stuff is in ready supply and cheap to boot. Spellcasters (and to a lesser degree, warmachines) are rare and certainly not available for every foot soldier.
On “muh crit damage”:
Looking at Celestial’s stat spread, what did you think it was; “high crit damage” or “gentle generalist” (with a slathering of MF if you’re from the past)? Current behavior with Celestial gear seems to not be taking it because you can boost everything your spec does in a generalist build, but because you can just shove crit damage into the slots which grant you ridiculous ratios for crit damage:stat (see: rings) and ignore the elements which don’t really factor into your build.
You don’t get the issue, do you? The issue is not the nerf of critical damage. The issue is that if the stats scale linear, celestial will be nerfed harder than berserker. The reason for this is that if celestial gets ferocity equal to their other stats it gets less ferocity per point critical damage than beserker does. This means that it gets double nerfed.
4. Wanting world bosses to scale to the number of people present is essentially asking them to be easier. If ten people are there, and ten people can take her down, there is almost no coordination necessary at all.
If you did Tequatl with 10 people, you’d still need to decide who’s gonna attack, who’s man the turrets, defend the turrets and go to what battery when they’re charging. Yes, that’s almost no coördination neccesary.
There is nothing wrong with content that requires a lot of people.
There is and it has been stated. You have to get lucky and be able to login when everyone else is, or you’ll never be able to do it. Ever.
And for the record, scaling the boss doesn’t change anything for the large fights. They’ll still be exactly the same as they are now. It’ll only change the low population fights.
I prefer it the way it is now. You already have traits to get boons, not to mention Glyph of Elemental Harmony performing a similar role. Also, assuming you use Elemental Attunement (which most boon users would), you’re already close to maxing boon durations anyway. So a condition version is much more useful imho.