Herald of Ventari
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All dodge animations on daredevil are “stubs”, they put those in because they didn’t have enough time to redo the animations for this BWE.
However if they do have time they really should change fist flurry to something more appropriate for a fast sequence of punches like this or this. Fist flurry currently does not fit a somewhat skilled martial artist fast punch.
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I do agree that the balance should be shifted to 7/3 or at least 8/2 DPS/Support instead of 9/1.
And congrats \o.
All of them had 3-4 sinister/rabid engies.
Well for please come here spots we have white AoEs in SW and DT.
Within the beta raid healing reaaally was useful. During the time I tried to switch to zerk due to an initial lack of DPS we wiped fast.
in Guild Wars 2: Heart of Thorns
Posted by: Varezenem.2813
- shiro/glint has no condi defense
Glint heal will heal from condi damage and reverse a huge condi burst.
It’s still really L2P. None of the Elite specs are a problem besides Chronomancer and Herald and those are just because if you’re going to play that class you pretty much have to take that spec because there is no better alternative.
Also I think Gravity Well should have a larger CD but that’s just me.
You can only do it once every 30 sec and you can’t do it while channeling shiro. In other words if you want to condi burst do it right after he switched to shiro.
Hardly, they tried to do that before and didn’t like the results and that’s why we have e-specs.
If shield 5 is activated it is probably the best time to attack. Just use a unblockable skill and poison them. (reaper comes to mind)
in Guild Wars 2: Heart of Thorns
Posted by: Varezenem.2813
It’s L2P mostly on revenant
Any other relevant builds?
PS: any build without mallyxs can’t sustain condi spam
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Don’t ever remove it!! =D
Mine is broken in pve and wvw but works in pvp.
But the cost of the primary development is paid for buy the “box” price. Hence Buy to Play. They game is still Buy to Play. Every expansion will be Buy to Play.
The Play for Free is an unlimited trial version of the game with restrictions to hamper RMT and bots. That’s why there is no Gold to Gems in the P4F trial. The game is still Buy to Play.
If HoT is in the Gem store then ANET still gets the box price. Because the money spent to buy the gems is still money that goes into ANET’s pockets.
As for restrictions that hamper RMT, one way to fight it is to lower the price they can charge for their gold. Since buying from a gold seller risks a ban, the gold sellers have to offer gold cheaper than the gem store does. I’ve seen that referred to as a Hazard Discount. The lower the price for gold is on the currency exchange, the worse things are for the grey market gold sellers.
Players wanting to trade gems for gold are providing the demand for gold. The more of them there are, the higher the price of gold is. Players wanting to buy gems with gold are providing the supply of gold. The more of them there are, the lower the price of gold is.
In other words, the direction that increases the gold price and helps the grey market gold sellers is the only direction ANET allows F2P accounts to trade in. The direction that hurts them is the direction that is forbidden for F2P accounts.
The when they were paid matters on the quaterly reports.
Do you have any proof showing that it really matters ?
Are there really players with a large stash of old gems ?
What I’m expecting to happen if my suggestion is implemented is that F2P accounts surge forth to buy gems with their gold. This increase in supply of gold causes the price of gold to go down significantly. Now other players see this drop in the price of gold and decide that it’s time for them to spend cash buy gold via gems. Sending the price of gold back up and a surge of cash into ANET’s pockets.
So I’m not sure how many old gems will be used compared to the number of new gems.
ANET can’t lower the gem→gold conversion price only the exchange fee they don’t have a direct control over it.
There is a HoT story line and we don’t know if LS2 will be required but it is unlikely to be required.
Simple reasoning: currently toughness is more beneficial to heavy then medium and finally paper wearers.
Might need more paper wearers in raids.
So they will make heavy armor get even more of a bonus so that squishies are even more squishy and toughness becomes even more pointless in most pvp where burst damage is now so high it makes no difference having 1k toughness or over 2k on a medium armor toon.
It’s the opposite the more HP and less armor you have more beneficial toughness is (against direct damage).
The new squad UI looks great, and includes features that I’ve wanted since the 2012 beta weekends.
There are a couple of things that I think would improve it though:
1.) An “Icon Visibility” option that can be set to Public, Guild or Squad.
2.) A “guild only” mode, which works like the open mode, but only guild members can join. I think this would compliment all the new guild-focused stuff being added.
I’m also not sure why commander-less squads need a 10 player restriction.
These suggestions come from being a guild leader, as I’ve always wanted to be able to run large guild groups easily, without bothering the rest a map with a commander icon, and the guild only mode would make it easier to form a guild only squad.
Cheers!
Dark
Commander-less squads are for raiding only and raids are 10 man content.
I have 47 level 80’s, i think I’m well aware of how the skills work, would the game suddenly become unbalanced if i were to dual wield scepters?
It might. / 15. Charrs
Thanks for that.
Thanks for responding.
Not actually the question I was asking.
Im aware that GMs can appear in the game as playable chars, but is there a GM class,
ie a class of player that only GMs can play, which looks totally differant from the normal playable classes.
No. /15. Charrs
Revenants will start at level 1 like any other character.
Out of curiosity, we know their starting legend will be Jalis, but what about the weapon? Will it be sword or something else? New characters usually start with the most simple/straightforward kind of weapon which in this case I think it’s sword for revenant.
Currently it’s set to mace. It could go either way between sword and mace though.
Roy,
hows the Retribution Grand master trait coming.It’s done internally.
I would recommend going with sword given the efficiency of condies on a lower level and the power scaling of the mace.
Ruby said several times how rushed all the guild chats were because of being done at Twitchcon and having to meet some kind constraint, so they were really just skimming a lot of stuff.
Regarding Smokescale; those are so much worse to fight than almost any other mob in the HoT betas. I think they could be really great pets, not only because they are tanky, but because they’ll blind your enemies. (If they have all their normal skills).
In the life-stream they did. I feel like smokescales will be nerfed and wyvern require a buff.
You only need to press it once and it’ll automatically repeat (unless you are a nade engineer) if you want to interrupt it get out of range, press ESC or stow your weapon.
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You are not gonna wait around for druid its the second most played class
but everyone tell them to re roll guardian because it sucks but there will be
plenty of healers if it turns out to be meta which you don’t know.But all those healer suck hard because they run around with bears, no matter
that maybe cats will die in 2 seconds at raids anyway .. but better a dead cat
than a bearOh .. and btw. @Iason Evan.3806 : there you have your “stow pet” function .. just let it die ^^
How dare those bearstaff druids run around with their condi cleanses and weakness. ;p
How about a outgoing healing bonus on targets with aura?
Or Frost auras you apply absorb some damage?
There is one problem devs stated that there should be only one utility/weapon focused trait per utility/weapon. Signet is already taken.
My guess would be anything with healing power except nomads. It might work well with LB zerk ranger for WvW zerg.
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in Guild Wars 2: Heart of Thorns
Posted by: Varezenem.2813
They, from the beginning, said that they are giving these mastery points retroactively.
Is Ventari even able to compete with this? (spoiler: that’s a Guardian build, not Druid)
http://en.gw2skills.net/editor/?vlAQNAsemnnN2gSyJvQRNlbosoyPU4U5IKIs8ElFglh9iNKZNgDWw+2eHG-TRDBABXcEAgSZmYKFGUbQQq/A9hAAgTAwYKJcwMXW7PctSw80BEwDAIAACw75eu39A04+MkCwv9WA-eThis thing has over 4k passive heal every 10 seconds, 6k, 3k, 3k, 2k, 2k active heals, also heals on symbols and many attacks (a 2k heal every 3 seconds), instant raise and full party heal (that can be a 20k aoe heal).
This without astral shroud, moving tablets around and whatever. Passive sustained heal and active burst.
Also might, burning, retaliation, aegis , regen, fury.Is Ventari better then this? Is even Druid better then this?
The active heal is huge, but just look at the passive heal via traits, virtues, signet and aegis. Also no need for allies to go around and grab orbs or tablet fragments.
What you linked is a ventari/glint build that isn’t maximazed for healing.
BTW sorry if I am being too confrontational about it. I have seen too many minmaxers using inappropriate math techniques to support their arguments lately. If you do have proper maths to support your argument I would love to see. ;p
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Uhh no you can do sustained healing outside of ventari and it is almost the same as in ventari. What you lose is burst healing. (Assuming you are keeping staff and shield heal for glint and swap back as soon as possible back).
You really think staff auto, staff 4 and shield 4 are good enough to be considered sustained healing? Those skills in cleric’s crank out about as much healing as what a guard can do with mace in zerker.
They can heal between 5-6k each which is the same amount as one NH. Without losing energy you can use NH 2.5 times before you legend swap. I do not know much about guardian mace but looking it superficially (disregarding regen for obvious reasons) it can heal around 160/sec for 5 targets while a shield heal would heal for 400/sec. Are you guys considering outgoing healing bonus when doing these calculations?
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You do however lose that burst healing while you aren’t channeling ventari.
That was my main point. You can’t do sustained healing with Ventari because you have to swap out at some point. The tiny amount of healing available outside of Ventari’s skills is not even close to enough to justify your investment in salvation and healing power, but without them Ventari is only good for the projectile block shield.
Uhh no you can do sustained healing outside of ventari and it is almost the same as in ventari. What you lose is burst healing. (Assuming you are keeping staff and shield heal for glint and swap back as soon as possible back).
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Druid is more about burst healing in key moments as it takes a while to build up astral force to enter celestial avatar, Ventari is more about sustain healing.
How’s it gunna do that when you’ve swapped to your other legend? You need both healing power and salvation to make Ventari good and then the moment you switch out of Ventari both of them become 100% useless. Compare this to healing power and honor traits for guard or healing power and druid traits for ranger which are always useful because you can always have access to strong area healing.
You still have healing on staff and shield and you do have to switch legends to keep the 20% outgoing healing bonus and perma regen. You do however lose that burst healing while you aren’t channeling ventari.
My overall impression of it is the following.
Druid:
Herald (Ventari/Glint):
However Roy I do have to agree with the feedback on other topics. To make ventari more competitive it needs to lose that cast time on tablet movement and increase its speed and range a bit too (to 1200-1500).
I need detailed information of your build and what you are willing to change.
For example if you have 100% crit chance and 3k power and have to choose between rage and strengh choosing rage would increase your damage in 11% and strengh in 5%.
If you have however 2.5k power and 60% crit chance Strengh would increase your damage in 7% and rage would increase it by 4.4%.
Druid is more about burst healing in key moments as it takes a while to build up astral force to enter celestial avatar, Ventari is more about sustain healing.
I rather see it the other way around:
Ventari is limited to a small pool of energy with a nice on demand burst healing, while not really healing much over a large duration of time since you would run out of energy quickly.
While Druid can basically heal already quite good with just the weapon skills already and provides for a nice burst but also quite long burst healing after building up astral force.Vent has really good upkeep healing. Also his Regeneration due to outgoing healing % is crazy.
Druid can spam more healing skills but lacks otgoing healing% of Ventari and regeneration.
I think both are crazy good tbh. Druid has more going for it though due to astral form. Rev is still top notch.
Regeneration is based on your own healing power, not that of the caster. So basically that leaves just to the point which I pointed out which is not really that good sustain healing, but rather a spike for a few seconds and then being stuck to no or little healing for a quite significant time.
Can I say something? Um no, tested ventari/glint during BWE2. On others I could upkeep a 684 heal/ sec regen while on myself it was around 324 . Your information is either outdated or wrong.
Ah well I see yes, my bad. But you would give up 20% spike healing for that and it would force you to litterally stick the tablet in someone’s face all the time or have him sitting on it. I also don’t think it’s that huge since regeneration is a boon that comes along already much in the game.
Nope perma regen comes from glint heal not ventari traits. If you had calculated you would know that it is impossible to get that regen without that trait. (it required 111% outgoing healing) =p
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Druid is more about burst healing in key moments as it takes a while to build up astral force to enter celestial avatar, Ventari is more about sustain healing.
I rather see it the other way around:
Ventari is limited to a small pool of energy with a nice on demand burst healing, while not really healing much over a large duration of time since you would run out of energy quickly.
While Druid can basically heal already quite good with just the weapon skills already and provides for a nice burst but also quite long burst healing after building up astral force.Vent has really good upkeep healing. Also his Regeneration due to outgoing healing % is crazy.
Druid can spam more healing skills but lacks otgoing healing% of Ventari and regeneration.
I think both are crazy good tbh. Druid has more going for it though due to astral form. Rev is still top notch.
Regeneration is based on your own healing power, not that of the caster. So basically that leaves just to the point which I pointed out which is not really that good sustain healing, but rather a spike for a few seconds and then being stuck to no or little healing for a quite significant time.
Can I say something? Um no, tested ventari/glint during BWE2. On others I could upkeep a 684 heal/ sec regen while on myself it was around 324 . Your information is either outdated or wrong.
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in Guild Wars 2: Heart of Thorns
Posted by: Varezenem.2813
You can rebind the skill keys… which is generally enough for KB/M use, but if you prefer to click skill icons (and, well, some people do) the tools are very limited, yeah. Pretty much just reordering the utility skills, and for the Revenant, not even that.
You can reorder rev utilities.
He can buy it in the store and give the activation code to you.
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A tip as a ranger. Daily fractal can be easily done solo as long as you get water fractal. Some of the others can be soloed too but they are a bit harder.
My suggestion is including an option/button to show all HP bars (similar to show all player names). This would greatly help with healing in zerg fights both in PvE and WvW.
Most of these changes are great however about mallyx.
Couldn’t pulsating pestilence be changed to “As long as you are channeling mallyx.All conditions cleansed on you are converted to boons. Periodically copy the boons on you as conditions to foes 240 radius.”? That way condi removal would be a positive experience again.
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You cannot create a revenant because the expansion isn’t released yet. If you want to try it out wait for a beta event.
You can only create a beta character during beta.
Did a few simulations and found out something. If you are taking magi to increase your damage output don’t.
For magi to be more desirable than cleric you need full stack of might+ Fury+Assassins Presence + spotter +banner and 775 Ferocity from nowhere. Anything else and Cleric is better.
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Shield 4 renewing wave isn’t healing NPCs works fine on players.
Great roy \o!!
2 reasons why usually life is better:
1. it increases self healing
2. Since we have a ton of outgoing healing adding 15% more outgoing healing is going to affect the total healing less than increasing base healing.
Also to note with sigil of life you increase outgoing healing in a minimum of 3% fully stacked with that extra 50 HP it might be enough for another 1.5% increase (in my build it was)
BTW: I was thinking is outgoing healing multiplicative or additive? I thought of it as additive like crit damage/ferocity but I’ll try to find it out.
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Not really a condi specialist but for maximizing condi damage Bovans build seems great.
I’m not sure but couldn’t the sigil of geomancy be swapped for sigil of tormenting?
Considering that bleed doesn’t do much damage at the amount you would be able to stack. While you do have 100% torment duration it could perform better.
You could swap any of the others depending on how much condition removal you need. Mob skipping might be less of a problem in raids and this build should work equally well in WvW.
For example by swapping 1 sigil of cleansening on staff for it you would remove 2 condi/legend swap on shield while staff keeps enough condi removal with staff 4.
Edit: Seems like I miss looked changing the sigil of renewal on shield shouldn’t be a problem IMO but that’s personal preference
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Personally I believe Invoking harmony and Tranquil balance are better traits for selfless healing since with the herald you can easily keep perma swiftness and regen and you’ll be constantly legend swapping anyway. For runes I prefer runes of the monk for that extra 10% outgoing healing would also recommend slotting 1 sigil of life for up to 250 extra healing power and 3% outgoing healing.
Bunker/support revenant is better than most people think. I think Supcutie was surprised when he couldn’t get my health below 75%.
I like that the block on staff about lines up with mind wrack cooldown
I didn’t find anyone I could really play up the support aspect with though. It should be interesting to see how effective it is with the fixed modifiers for an additional 60% or so outgoing healing.
Actually I was able to delevoped a build with 117% outgoing healing at peak and a minimum of 60% averaging at 90%. It should be able to heal around 6k/Natural Harmony
With that outgoing healing signet it’s possible to get more I just personally didn’t find it worth taking.
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