Add Taunt to the list of CC effects for ancient seeds to add synergy with Beastly Warden. Please just add synergy in general.
That’s six.
That’s only two.
That is six.
There you go.
That’s six.
That’s only two.
Finally our turn to take a shot at this.
Where’ve You Been
or
All My Life?
The traits for the Druid are on the right track, but I feel that they’re just kind of boring.
Hopefully these changes might make Druid seem a bit more appealing as an option for healing builds that also provides adequate control, condi management, and movement.
Celestial Being – Obligatory access trait.
1. Lingering Light – Healing an ally summons a Cosmic Wisp that orbits you, healing
allies that it passes through.
(Not too interesting as a GM, but good as an AD)
2. Primal Echoes – Reduced recharge on Staff skills. Daze(1s) foes around you when
you leave Celestial Form.
(Provides CC to all Druids, not just staff wielders.)
3. Nomadic Blessing – Remove a condition when you apply
Swiftness to an ally (5s ICD per target).
(Rangers have a ton of Swiftness, but not much condi removal. Et voila. Problem solved.)
Live Vicariously – Heal yourself and your pet whenever you heal an ally.
(Your pet deserves some sustain as well. Also makes any healing you do to your pet a flat
amount more effective since healing your pet counts as healing an ally.)
1. Natural Stride – Movement impairing conditions fall off 33% faster for you.
gain 33% movement speed when you don’t have any of these
conditions on you.
(No changes)
2. Verdant Etching- Glyphs Recharge 20% faster and summon a Seed of Life when
cast to heal allies and remove conditions.
(No changes again)
3. Cosmic Clarity – Entering Celestial Avatar form breaks stuns for you and nearby
allies and Slows nearby enemies (2s).
(Makes Celestial Avatar the game changer button.)
Natural Mender-Outgoing healing is increased by 0.25% per 1% of Astral Force.
25% outgoing healing at max Astral Force.
(Old version was a cool idea, but would have been a pain without the staff auto. This
provides every Druid a reliable, increasing healing buff. It does however, gradually fall off when you enter your Avatar form. So use your big heals first to get the most benefit!)
1. Starchild- Grant allies Swiftness (3s) and Resistance (2s) when you enter
and exit Celestial Avatar Form.
(Synergy with Nomadic Blessing and a replacement for Grace of the land that offers more counter play with boons, and more synergy with Nature Magic and Boon Duration.)
2. Shared Flourishing – Heal and partially revive allies around you and your pet when
you use a healing skill.
(Moved this here, renamed for some reason, and buffed it to revive allies a bit since it’s now a GM.)
3. Ancient Seeds – Striking an enemy who is stunned, dazed, knocked down,
knocked back, launched, or taunted will summon roots to
entangle them. (10s ICD)
(Added Taunt to the list to add synergy with Beastly Warden.)
Does this version tickle your fancy at least a little more? Any suggestions to make it a bit better? Please provide feedback!
(edited by Treetoptrickster.4205)
I just wanted to know why people don’t enjoy playing the healer archetype. Then this happened. Interesting though.
You are asking in the Ranger forum specifically. This means that, in theory at least, you are not asking people in general but rather people who play Ranger with enough devotion that they spend time in this particular subsection of a subsection of the forum as a whole.
If they had been playing their ranger since prior to the druid reveal it seems, to me at least, highly unlikely that they created their ranger with the intention of playing it as a dedicated healer.
I do not dislike playing a healer. I have done so in other games (admittedly more in Pen and Paper than computer RPG). I wouldn’t be surprised to discover that some significant number of those dissatisfied with the druid spec also do not dislike paying healers. They may very well, however, dislike playing a healer on a class that they chose based on a description that made it very clear that the class was not designed to be a healer.
I think a better thread topic/question might have been:
“Why, after waiting for more than three years for a significant update to the profession, do you not want the first elite spec, for a profession that was chosen based on a concept that did not include being a healer, to so heavily emphasize heals?”
Point of clarification:
I am glad that some, perhaps even many, people are looking forward to what the druid has to offer. I am merely attempting to explain why I think others might not be.
Good point, it could be true that people don’t want to play it because they didn’t choose the Ranger to be a healer. That’s more about why people are opposed to it being so rather than about the actual lack of enjoyment for playing a healer though.
You did get me thinking about how people aren’t fully understanding the purpose of elite specs though. In the simplest way I can explain it, I can’t understand those who are outraged because the elite spec isn’t what they wanted it to be. I mean sure, it sucks that the new and shiny pair of shoes you just got don’t fit your style, but people shouldn’t be asking for another pair and discarding the one they could really use those shoes.
The Ranger wasn’t designed to be a healer, but elite specs were designed to open up playstyle a previously unavailable to a profession. If the Druid were to just do more of what the class already does it would be pointless and would be compared to other trait lines in the class (see daredevil). People wouldn’t even be pleased with a pure DPS spec if it overshadowed what Marksmanship was supposed to do. Elite specs are supposed to expand the capability and themes of professions. As long as any given elite spec works well, is viable and good what it does, will have a place, and is at least somewhat tied to the theme of the base class (in this case nature) it should be accepted. Even if it isn’t the current meta or if it isn’t what you wanted. It just adds to what the profession can do and opens up more reasons to pick a Ranger.
You might not have wanted to be a healer as a Ranger, but now it’s possible, and that is only a good thing. People will just have to wait for an elite spec that fills a role they like. Anet wanted every profession to be able to fill every role to some degree, and these elite specs are their way of doing that as well as opening up new roles. The shoe may not fit you, but if it fits the class… let it wear it.
(edited by Treetoptrickster.4205)
It’s a little funny that over in the Ranger forums that I hail from there’s so much complaining about how Druid will supposedly be useless because all it does is heal and then there are Guardians over here calling it OP and being jealous of it. Whenever Anet does anything it just seems to make EVERYONE angry. Why can’t they win? XD
a few people in this thread are just venting at this point, no constructive discussion happening whatsoever.
I just wanted to know why people don’t enjoy playing the healer archetype. Then this happened. Interesting though.
Anyone catch how this bar runs out when you enter Astral Form? From the video it looked like you only lose it when you use abilities. I hope that’s the case cuz I wanna be able to run around looking all mystical and kitten.
The idea of skills’ damage scaling with a stat other than power is interesting, don’t think they’ll do it though. It’ll mess up the system. They’ll probably just give everything a decent base damage.
Why not just have spirits be wisps all the time? Tiny glowing Oakhearts are getting kind of old.
There is blast finisher on staff 3 , it was mentioned in the preview but wasnt updated into the tooltip.
That’s hot.
Anyone else want to see a bit of something else added to the staff?
It has a load of healing, and a ton of ways to apply that healing, but when you really think about it the only thing it offers outside of healing are:
*a projectile block
*aoe immobilize
*long range dash
*movement condi cleanse
No finishers or fields either
It’s a cool weapon and could definitely be amazing with a little added oomph.
As just one dumb guy, this is just an idea of what could be added to make it seem a bit more appealing.
Astral Wisp
It would be amazing if this cured a condi on allies it passed through. Since it doesn’t have a target cap it would have very high potential, but it would be exceedingly hard for someone to get more than 4 condis taken off of them. Maybe there’s some way out there to add an ICD for the condi clear. It would also be cool if the orbiting wisp was a whirl finisher centred around its target. Anyways, this skill in particular is one I want to see do a bit more.
Ancestral Grance
If this became a blast finisher the weapon would already be a lot more useful. If it also blinded foes at the location when you arrived it would be perfect. Imagine flying to to heal someone who’s almost dead, making surrounding foes miss their next attacks thus giving you time to cast Glyph of the Tides, making some space in between you and them. Follow up by swapping to Astral Form and spamming the “Jesus Beam” – (a la Woodenpotatoes) on their face until they can’t take anymore healing and then continue anyways because YOU DONT TAKE NO FOR AN ANSWER!!
Vine Surge
While the condi cleanse is nice, it doesn’t make too much sense when you’re shooting peoples’ feet with vines. This is why I think putting a condi cleanse somewhere else on this weapon would fit better while removing this one. As compensation this skill could perhaps apply poison or bleeding to support some support/condi builds out there.
Sublime Conversion
Making it a light field so that enemy projectiles have a chance to cure condis from you would be very awesome. The candy would just get sweeter.
Any other things you’d like to see added to the staff? Or are you all perfectly happy with how it is now?
(edited by Treetoptrickster.4205)
In almost every game I can I play some character that at least has a way to heal allies. I usually favour honest to goodness healers if the game has them. I just find it satisfying to watch the tide of a fight turn as I give my team such a ridiculous advantage with the amount of effective health they have thanks to me. I also love the feeling (and the praise) I get when I punt someone out of danger and juuussst save them from what surely would have been their doom.
So please explain, why do so many people find it so much less satisfying bringing health bars up than they do tearing them down? As a healer main I just don’t get it. :/
In this game I suppose the merits of being a healer is that everybody else can spec far more offensively and use their blasts for might generation instead of healing. Having someone to heal the entire team lets everyone else focus on entirely on DPS. If healers turn out good, and needed, maybe that’d be the meta. One healer to allow everyone else to do their own thing.
Edit: It seems that my question isn’t coming through clearly. I’m not asking why people don’t like the Druid, or why people don’t go for healing in GW2 specifically. I want to know what it is about the healer playstyle that so many people don’t like in a lot of different games. When you say “I don’t like playing a healer” what don’t you like? Why isn’t it as fun as any other role to you personally? Hope this clears things up.
(edited by Treetoptrickster.4205)
With the addition of the Druid quite a few aspiring space stick wielders out there have been asking for a pet that will support the support playstyle. Wisps seem like a good fit since the Druid already seems to be familiar with them. If the devs actually decide to add this pet type (I’d wet myself, but that’s besides the point) it’d be up to them to say if it’s Druid exclusive or not, but I’d like it to be a pet type all Rangers can enjoy. Even if it doesn’t make as much sense for a regular Ranger to have one as it does for a Druid. Wisps would be moderate range pets that are pretty beefy and have an ok amount of base power, but have low base precision and ferocity. They’re there to help with added control and healing and have quite large command skills that all effect multiple targets. They should pretty much just look like a glowing ball of gas. Wisps hang around places of natural beauty and therefore only show up in maps with little to no dragon corruption.
WISP FAMILY SKILLS
Celestial Bolt – 900 range, 1s cast
Shoot a bolt at your foe from afar. Has a 10% chance to inflict Weakness (2s).
Nature’s Embrace – 900 range, 1/2s cast, 12s recharge
Immobilize (2s) and choke your target with crushing vines.
(Prioritizes enemies standing within damaging AOEs)
Feign – 900 range, instant cast, 20s recharge
Teleport to an injured ally, heal them, and grant them Resistance (2s).
(will only activate when there is an ally that is both injured and has a condition)
SPECIES AND COMMAND SKILLS:
Astral Wisp (blue and yellow coloration, found on top of high cliffs.)
Event Horizon 1s cast, 900 Range, 180 Radius, 15s recharge, 5 targets.
Create a stellar burst at your target’s location, dealing high damage and
Slowing (2s) them and foes surrounding them.
Verdant Wisp (green and gold coloration, hangs out in dense woods.)
Fungal Bloom 1s cast,180 radius, 25s recharge, 5 targets.
Cause a bloom of mushrooms around you that release spores, Dazing (1/4s) and Confusing (3s x 1 stack) foes. Leaves an Etherial combo field lasting 3s.
Tidal Wisp (dark blue and white coloration, hangs out on islands and shorelines.)
Ebb and Flow 1s cast, 180 radius, 20s recharge, 5 targets.
Pull in the seas, curing damaging conditions (2) and leaving a water field that lasts 4s.
Would you like to see Wisps become a pet type? I would love some feedback to make the idea more appealing to you and hopefully the devs!
Could you make it so that you’re able to target allies with Solar Beam? I get it, it’s supposed to be healing through positioning, but at least give us the ability to help out that one guy who keeps running out of the love ray. Maybe it could even do a little better healing for that target.
Could the Astral Wisp cure a condition on allies it passes through as well? There are so many skills here that heal that I feel you should add something that makes them seem a bit different. Not only in how they deliver their healing, but what they do. Could this skill also grant Fury to your pet when he attacks the Wisped target? There should be a skill on this weapon that buffs your pet like other weapons have. Healing doesn’t really count.
Ancestral Grace is a pretty cool skill. Did I hear you were making it into a blast finisher? Excellent… Aside from that would you consider having it grant a short duration of Vigor to allies? Like I said before, healing is great, but it gets a bit overdone when that’s the only thing happening here. It would also give it a bit of Synergy with the Nature Magic line, and don’t you DARE tell me that staff shouldn’t work with the Nature Magic line XD.
If Astral Wisp starts removing conditions, then Vine Surge shouldn’t anymore. It doesn’t make sense for shooting vines at peoples’ legs to make them move again anyways. I don’t know how you’d react to this… but could this skill inflict poison or bleed? A few stacks preferably? A bit of condi synergy would be great even though noone would be taking this weapon for condis.
Sublime Conversion is pretty good as is. I’ve heard a suggestion where this could be turned into a light field so that enemy projectiles fired through it also have a chance to cure conditions from you. Just saying.
I don’t see any problem with the glyphs really.
As for the Pimple uhh.. Seed of Life. Could you make it look like a “blossom” and not a postulating tumour of love and back cheese? I’m just saying, it looks nasty.
Natural Stride could use some changes when you consider it’s competing against a group sneak mode and lower cooldown glyphs that all turn into aoe heals with condi removal. Maybe make it so that removing a condition from an ally has a 33% chance to grant a few seconds of Swiftness or. Removing a condition from an ally has a chance to remove a movement impairing condition as well. Even gaining bonus benevolence when you don’t have Cripple, Chill, or Immobilize would be cool.
Grace of the Land should grant a second or two of Resistance too. You know. Cuz Resistance is awesome.
Lingering Light would be even more awesome if it removes conditions with the changes I suggested.
Ancient Seeds sounds stupid good in some situations with that ICD. Instead of increasing the ICD maybe just make it apply a lesser version of Entangle that doesn’t immobilize for as long. Also, does this skill count as a survival for the purposes of the survival skills trait?
Could you make it so that you’re able to target allies with Solar Beam? I get it, it’s supposed to be healing through positioning, but at least give us the ability to help out that one guy who keeps running out of the love ray. Maybe it could even do a little better healing for that target.
Could the Astral Wisp cure a condition on allies it passes through as well? There are so many skills here that heal that I feel you should add something that makes them seem a bit different. Not only in how they deliver their healing, but what they do. Could this skill also grant Fury to your pet when he attacks the Wisped target? There should be a skill on this weapon that buffs your pet like other weapons have. Healing doesn’t really count.
Ancestral Grace is a pretty cool skill. Did I hear you were making it into a blast finisher? Excellent… Aside from that would you consider having it grant a short duration of Vigor to allies? Like I said before, healing is great, but it gets a bit overdone when that’s the only thing happening here. It would also give it a bit of Synergy with the Nature Magic line, and don’t you DARE tell me that staff shouldn’t work with the Nature Magic line XD.
If Astral Wisp starts removing conditions, then Vine Surge shouldn’t anymore. It doesn’t make sense for shooting vines at peoples’ legs to make them move again anyways. I don’t know how you’d react to this… but could this skill inflict poison or bleed? A few stacks preferably? A bit of condi synergy would be great even though noone would be taking this weapon for condis.
Sublime Conversion is pretty good as is. I’ve heard a suggestion where this could be turned into a light field so that enemy projectiles fired through it also have a chance to cure conditions from you. Just saying.
I don’t see any problem with the glyphs really.
Natural Stride could use some changes when you consider it’s competing against a group sneak mode and lower cooldown glyphs that all turn into aoe heals with condi removal. Maybe make it so that removing a condition from an ally has a 33% chance to grant a few seconds of Swiftness or removing a condition from an ally has a chance to remove a movement impairing condition as well. Even gaining bonus benevolence when you don’t have Cripple, Chill, or Immobilize would be cool.
Grace of the Land should grant a second or two of Resistance too. You know, cuz Resistance is awesome.
Lingering Light would be even more awesome if it removes conditions with the changes I suggested.
Ancient Seeds sounds stupid good in some situations with that ICD. Instead of increasing the ICD maybe just make it apply a lesser version of Entangle that doesn’t immobilize for as long. Also, does this skill count as a survival for the purposes of the survival skills trait?
(edited by Treetoptrickster.4205)
Spam the Jesus Beam!
What synergies are you seeing? I want some more build Ideas!
Not exactly about the dash component, but could this skill grant Vigor to allies? I want it to have a little synergy with the Nature magic line, like it should.
They made a Lesser Signet of Vampirism for the Neck-rub-mancer. They could probably do the same for this skill with Entangle. Maybe it should only last 2-3 seconds. As it is it’s definitely strong, but Rangers don’t have enough aoe CC effects to be able to make it broken on its own. You kinda have to take a few signets to really cheese it. It’s a hard trait to make OMG OP, but it is a little too strong now, I have to agree.
I respectfully disagree that the astro theme doesn’t fit with the druid. I really think it does. Not only is it unique, I feel as if it is intended to siphon into the ultimate form of nature magic. perhaphs anet is trying to tie that to celestial bodies and the “universe”
I know people have been saying that the blue color isnt fit for ranger… however the shade of blue they use is very unique. I think they are trying to paint a different picture of the druid. I personally LOVE it
just my opinion though.
your thoughts?
I didn’t say I didn’t like the astral theme. Most MMOs with Druids give them astral magic. I said I wished that there was more of a balance between the two. Looking at these abilities I feel like more of a space mage (astrologian anyone?) than a Druid. Particle effect adjustments would be a good way to add some down to earth nature themes to the Druid.
Can it be given a little bit of boon application? Like maybe have the Wisp teleport skill apply Swiftness or Regeneration to allies that get healed? There aren’t many weapons for the ranger that really work with Nature Magic and I think this one definitely should. Also, it’s missing a skill that buffs your pet! Pretty much all other weapons have a skill that grants a boon or a damage bonus to your pet.
We all know it’s important to give feedback about all them mechanics and numbers, but I also think it’s good to provide opinions about how it looks visually and how well it fits it theme. I not only want to be good when playing it, I want to feel good.
Right off the bat, I don’t like the skill icons for the staff or celestial form. Don’t really know why, but I’m not too fond of them. I think it’s because of all the orange and blue that – although they are complimentary colours – kinda clash. Not enough green
All of the VFX are amazing. The only things that could use some glitter glue is the staff auto and the healing seed. Staff auto because it looks thin and unimpressive. I want people to notice this beam and that I’m healing them with it. Can we get the yellow centre part of the stream expanded a bit? An effect that shows every tick of damage/healing on a unit? Like your standard blue light pulse coming from players you heal and… something else on enemies? Just to make it look more powerful and to improve clarity.
The healing seed looks a bit too pimply. It’s a cool effect, and the end explosion looks beautiful as well, but the actual appearance of the seed reminds me of a risen spider’s abdomen exploding.
I noticed you went with almost entirely a celestial theme as opposed to a plant control theme. I honestly would have liked a bit more of a balance between the two, or at least more green and leafy particle effects that could work with the wisp abilities/trait.
In summary:
VFX: amazing, but make staff auto a bit more visible and seed of life a bit less gross.
Theme: pretty cool, but doesn’t feel too Druidy with near entirely astral themed skills.
Tis the glorious/shameful day that our amazing/dumpster elite spec shall be revealed. I’m not going to be able to see it live, but I’ll be checking in when I get back. Set phasers to praise/QQ! Everybody keep your fingers crossed till the reveal aight?
There are really many ways to interpret things. Yours is one, and it is indeed very possible that they had trouble with finishing the druid. This may be a good thing too, as it may imply they really tried to make it right.
On the other hand, it may not be a coincidence that ranger was hinted first and revealed last. The ranger may have a unique place lore wise that makes it necessary to announce only at the end. The fact that they revealed the name and the weapon as well as some footage of the druid would normally imply that they already had a good setup last january. They would not announce something they don’t feel confident about because else the concept may change along the way.
They did the ranger CDI last year I believe, and it is clear that the druid (with the facets especially) is a direct result of this. So it may actually be the profession they started working on first.
There is really a lot of mystery, and hopefully it means we are up to something special.
The ranger was my first profession, and the second one I leveled up to 80, but it has been sitting idle for a long time and I really hope druid will change that
‘Twas my first 80, and I’m leveling a second for Druid. I really hope you’re right. Please Anet… prove me wrong.
I’m planning on having both. My brawlery big damage reaper and my plague master condi mancer build that I love so much.
Up until Druid it seemed that they were going in the pattern that you can see
Here—-> https://www.guildwars2.com/en/the-game/professions/
going down the list. After a long break with no elite specs they continued on with Tempest and so on. Continuing the pattern after skipping the ranger. Now we’re put here, at the end. Popular speculation is that they had to scrap what they had planned for Druid and start over, and this is why we had to wait so long – they had to redesign it completely from its roots.
Now we’re getting our reveal, and I’m ecstatic, but also concerned as to how complete the Druid is at this point.
Firstly, we’re getting our reveal as part of a massive showing. In the vast amount of info that’s going to be dropped on us tomorrow, is Druid really going to be a featured item? How much time will be available to show it? Finally – the most troubling question depending on which way it goes – how much time will be needed to show it? On the schedule they posted I’m 95% sure they said we’d be getting a “first look” at the Druid. Hopefully that means what it says and what it says only. I, however, am looking at it as potentially meaning that we’re going to have to have a few more looks at the Druid before all the info’s out there.
Then came the silence this week that I’ve been shamelessly QQing about on these forums. We got our teaser, but no 3rd or 1st party reveal as other elite specs have had. I’m not gonna say it’s because Anet hates Rangers, because I know that’s not the reason, but what is? Irenio Huang said somewhere that he’s been up to his eyeballs in Druid development since the Scrapper livestream. I know that they obviously continue making changes up until it has to be shown as well as after, but I’m worried that he used the word “developement.” The worst case scenario that I just can’t believe is true is that we didn’t get our reveals because there wasn’t enough to show at that point. I’m sure it’s because they just want more people to come to Twitchcon to learn about the Druid and to build hype, but the alternate possibility still nags at me.
For a all these reasons I’m waiting in eager and terrified anticipation of tomorrow. I’m sure that I’m just overreacting, but I can’t shake the feeling that they’re still a ways off from finishing the Druid. Sorry to any people out there for whom I’ve derailed the hype train, but I guess it’s good to be prepared for the worst as is the Ranger way. See you tomorrow. For better or for worse./:(
(edited by Treetoptrickster.4205)
OH Sword’s block can be used while moving and has a lower recharge and chains into an aoe immob. Grasping Shadow is useful with Unrelenting Assault and generally for singling out a target. Shield has a lot more sustain both for you and your group, but it’s a much slower weapon and doesn’t provide any damaging skills.
That. Is her hair.
Sorry guys, forgot to make one for you!
Super Duper Stability
or
Petting Zoo Engi
Since it’s likely that we won’t be getting any tidbits about the Druid until its reveal on Friday, I made this thread in the hopes of tiding us all over until we know for sure what the Druid is. We might as well assemble a mass of cool ideas and honest feelings about Anet’s capability (IE the rest of the Ranger Forum) to keep ourselves occupied.
I got 10 Questions for you:
1. What’re thoooossssee?
2. What role do you want the Druid to fill?
3. What role do you think it’ll fill?
4. Guess the overall power of the Druid from 1 to 10. 1 being about as useful in combat as a mini, and 10 being Melandru’s Grandmother.
5. What do you think/hope the mechanic change will be?
6. How do you envision the Staff? Give the role and some examples of abilities!
7. Make some guesses as to what Glyphs will be like (Expert level Q).
8. Guess some traits!
9. Do I use too many brackets? (Obviously)
10. Ask your own questions in the comments and I’ll (probably?) add them to the list!
(edited by Treetoptrickster.4205)
I got a spare toon saving the name “Stop Fighting Guys” for my Ventari/Staff Rev
It’s 2:15 PM where I am. By now there’s usually notes on Dulfy of a Third Party website reveal for elite specs up by now. Are we not getting one because all the hype is going to be dropped on us at Twitch Con? Are they just trying to get more people to go to Twitch Con to get a glimpse of the Druid? Does this mean we aren’t getting an official reveal tomorrow either? I’m so needlessly concerned! Help!
When they say “first look” does that mean we aren’t getting a third party reveal today and/or an official reveal on Thursday? God, I hope it doesn’t.
It could be cool if they made the healing from the Medic Gyro scale massively with your missing health. So like, if you were under heavy sustained fire and were low on health for the whole time it was active and pulsing heals, it would be the best heal, but it would be pretty meh if it was healing people who are already pretty well off. That way it would reinforce the ‘what would work now?’ element to the Scrapper by making you save your heal when you really need it. They could also make it the only stun break on heal in the game.
With the Purge Gyro it would be nice if it granted Resistance only if it cured two conditions. Idea is it would help you out with a condi cleanse and then temporarily relieve you of a little condi pressure so long as you were in real trouble. They could make the chemical field from the tool belt remove boons per pulse as well.
I would be glad to use them then..
(edited by Treetoptrickster.4205)
Alright, I understand the point of removing the ‘stronger for having condis.’ However, I do have a suggestion that might allow the old Mallyx to be kept without the player hating on anyone cleansing conditions. Make a minor trait in Corruption that solves this issue. Something like, when allies attempt to remove conditions from you, you are instead given 1s of resistance per condition attempted to be removed. Maybe not the best solution, but I think someone could find a work around for this issue.
Seize the Moment now gives 3s of Quickness at the start of channeling a Mantra and at the beginning of casting a phantasm with a 15s ICD in addition to its current functionality.
Can’t wait to see who gets revealed today if they DO reveal a spec. I can’t wait to read the forum of the unfortunate profession that got stuck last. I can’t think of a better way to start the week than reading QQ and people declaring their profession is hated by Anet! Of course, I have picked a side. I want those salty (in more than one way) tears coming from the engis of the world. I need mah Dro0d!
Which side are you on?
#TeamForge or #TeamDruid?
If you have multiple types of venom currently active will you siphon health for each stack consumed or will you only receive one times the life siphon regardless of the number of types of venom applied?
Well it is useful for not being locked down and bursted. Decoy’s a stun break so you’ll have a chance to strike back if you set chain cc’d and are under heavy fire. If they just make it not interrupt your stuff it’ll be pretty good I guess.
It’s probably been suggested somewhere, but I’d like to see auras you apply granting a stack of stability as it’s own trait or merged with Elemental Bastion or Unstable Conduit.
With Air Overload the thundercloud effect doesn’t show up for me more often than not.
Also, the shocking aura granted by this skill when taking Unstable Conduit seems to swap to being centred around your HAND instead of your BODY provided you’re using your auto attack from any Attunement with the staff while standing still.
Here’s a fun PvE Tempest build I’ve been using themed around League’s most windiest support.
Just a bit of feedback on the visuals for Overloads here.
Fire: 4/10 burning ballerinas
It’s small and it’s translucent. This skill should look a lot more powerful than in does right now. It could stand being a little taller and have the swirling flame effects from the base go all the way up the column. Take a look at the Fire Elemental in Metrica Province and the fire tornados it shoots out for ideas. That right there is where you got fire dead on!
Water: 10/10 drowning monks
Pretty much perfect I think! I love the swirling water jets used to show the size of the AOE. Very artsy! The only thing I’d suggest is making the bubble a little larger and also increasing the visibility of the bubbles particles.
Air: 6/10 electric fist pumps
I think there might be a bug with this animation that makes the cloud frequently not show up at all. That’s what I’m experiencing at least. Other than that, I think it would be pretty cool for you to actually float in the air while channeling the air overload.
Earth: 8/10 Toph Bei Fongs
All I think you really need to do here is make the player model move a bit more fluidly while rock surfing and smooth out the animation of falling back to the ground. Right now your character moves very rigidly while on top and hovers for a moment in the air before dropping back down off of the landslide.
The Swiftness and Protection while overloading could definitely be changed to something a tad more interesting. Another issue is that the natural Protection you get makes Earth Overload seem less unique. That and Air Overload doesn’t even grant Swiftness like it should. Speaking of Air Overload, I personally would like it a bit more wind than lightning based. On the whole air Attunement is more about lightning than actual air. Lightning’s thematically a part of it, but Air itself seems underrepresented in Air Attunement.
Seems really cool imo! Altho I can only imagine the horror of constantly hearing a trumpet while fighting >.<
Lol, imagine how an entire party of Bards would be! Lowers volume all the way to 0
I’m kinda lukewarm about it and probably won’t be using it. I just don’t like how the facet actives don’t seem to not fit together very well. The traits are ok, but I see them as a little messy and some of them kinda steal Jalis’s thunder.
SELFLESS AMPLIFICATION: This is both good, and not so good. I imagine that the true strength of this trait is that you can get a very nice healing modifier period where as others have limitations and conditions that have to be met to maintain them. However, that modifier isn’t actually too awe inspiring.
With a full ascended build focusing entirely on healing power you can achieve 2015 with the Revenant. I mean… If I didn’t miss anything.
That means (2015 / 100) x 1.5 = 30% increased healing (rounded down from 30.225). PERMANENTLY. That’s pretty huge, but I assure you nobody’s _ going to be running that build unless there are some _massive changes to the meta. Anyways, I can get a 25% healing boost with Shrouding Mists just for staying above 50% energy! Which admittedly isn’t easy to do, but is only a measly 5% less outgoing healing that I get for dedicating my entire build to this trait. I guess what I’m trying to say is that the payoff for this trait isn’t enough for the amount you have to sacrifice to get to a point where it’s really good. This trait could use some love, but I don’t think simply increasing the conversion rate will work since it could just get to a point where every staff 4 is raising your party from the dead.
I don’t really know what to do with it, but I have a dream that at some point there’ll be a trait somewhere that allows heals to crit, allowing you to get away with building offensively and still healing for big, meaty chunks. That’ll never happen here in Salvation though as Ventari would likely look disapprovingly upon you stacking precision and ferocity. Hold it right there young lady/man! You’re not leaving the house in that breastplate! No Invoker of mine is going to be seen looking like a psychopath!
Maybe something that makes Regeneration you apply increase incoming healing by 10-15%. That would work exceedingly well with Tranquil Benediction, Nourishing Roots, and everything the Ventari legend is about.
NATURAL ABUNDANCE: I think this trait’s pretty nice. It offers even more healing and the ability to provide some heals beyond the 5 player cap with the extra pickup heals. I just have one suggestion. Make this trait cause every elite to drop a number of healing shards like Ventari’s does. This would just let your healing modifiers see some use outside of camping Staff Ventari. It also works very nicely with the nature of Revenant elites. Fight going stale with Shiro? Stun all of the lesser creatures beating down on you and replenish your party’s health a tad while your foes can’t do nuttin’. Mass protection and the ability to heal allies up would make Jalis’s elite an even more amazing survivability skill. Outright ignore that self torment with Mallyx by outright out-healing it! You get the picture.
MOMENTARY PACIFICATION: This trait could be good if it wasn’t pointless with most elites. Jade Winds stuns for longer, making the Daze completely unnoticeable. Energy Expulsion will have foes being knocked back for some of the duration of the Daze, resulting in you not getting the full benefit. Rite of the Great Dwarf is supposed to help my team soak up some hits. The Elite’s effect is diminished because enemies won’t actually be hitting your team for a portion of the time they’re rocking out! Get it? Embrace the Darkness works ok with it though.
I suggest making the Daze proc after or before the initial effect, allowing for the Daze to be as beneficial and as noticeable as it can be with EVERY elite. If it procs at the beginning of channel times or animations it would prevent some interrupts while also keeping enemies from dashing or blinking out of the way of it.
Anyway, that’s just my rant about possible changes to Salvation that I think would be beneficial to the line. That is all. Good day, and up, up, and awwaaaaaaaaaayyyyy~
Ventari Approves of the messages presented in this post.
(My Revenant asked him and he said it was cool.)