Will update once Path of Fire releases.
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To me, I’m not so sure. If a decision were to be made of making either Ranger or Engineer have the highest health pool, it could all boil down to thematic reasons from Anet rather than available utility.
On that note, I’ve seen arguments on both sides. Ranger being the high health choice due to the survivalist nature of living in the wilderness, and Engineers involving technology that can amplify their sturdiness (due to the armor classification, vitality is used as a substitute) since some consider the class a hybrid of both medium and heavy armored themes.
The one for Engineers seems to be more of a stretch, but to each their own. Carry on!
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Yeah, that part you sectioned out makes me think PVP Finishers may come back as temporary reward tracks, kind of like how the Holiday Finishers were offered at the end of completing the Winter’s Day reward track. Pretty cool if that turns out that way.
The actual spite in this forums in manly because of the lack of communication from the Anet developers leading as always to not fix or apply all the wrong changes like is being happening from ever.
To be fair, Irenio mentioned in the final POI that he was restricted from communicating to the players, having to keep silent even though he really wanted to communicate with us. After hearing him say that, my hunches were kind of confirmed. Carry on, though.
It’s interesting to read past topics about this, especially from the other side of the fence. The Engineer Forum had a similar topic awhile back, most having the consensus that they are fine with a medium health pool. Topic Here
Unfortunately, both topics from each side have opinions stating that an enlarged health pool solves nothing, when each OP is proposing reasons as to why their class should get the highest health pool of the medium armored professions over the other – never once proposing it to be a solution, but a minor buff.
Keep it going, though. I’m sure Irenio is reading and taking notes. If either Ranger or Engineer gets the extra vitality, I would love to know from Irenio which class he chose to be heads, and which one to be tails during the coin flip. x)
What interests me more is the Skill Balance Preview at the bottom of Friday. I could care less about the kitten Druid now, I just wanna know what they are going to nerf/buff in the core specs.
Hop on board the Reaper train as I already play Necro anyway. I’ll keep my Druid for Birthday Gifts though. Yay…
I play how I want.
But a health trigger for a GM trait is really not a good idea imo.
Been saying that this whole time. Even Irenio stated that this trait was designed to reward the player for biding time while under the health threshold, then heal up so one could come back stronger, which whole concept was doomed from the start.
Heck, even he seems to have learned a lesson when he tried to reapply this wonky 1 stack of Might per second benefit to the Scrapper’s [Mass Momentum], except it’s tied to having Stability on instead of a health threshold.
I would have no qualms with MDG if they wanted to move it down to Master tier and changed to something similar like “Gain Might while you have Vigor.” At least then there would be some actual synergy with Primal Reflex, Light on Your Feet, and Vigorous Training.
Can confirm that all other traps except Healing Spring are placed at your position when the cast time ends. Inconsistencies be kittened.
If you remove the health threshold requirement then the trait doesn’t make sense. The point of the trait is that “the hunted becomes the hunter”. If one were to remove the health threshold, then the trait would need to be renamed and function differently because it wouldn’t be the same concept anymore.
The hunted doesn’t even have to be wounded to become the hunter as the tides can turn so as long as any situation lends an advantage to the “hunted.” Think a bit outside of that box so the removal of the health threshold can make sense.
The point is what would be the change required to this trait to make it competitive with QuickDraw.
The change required to make this trait competitive is to first remove the health threshold stipulation. It’s been said many times and I’ll say it again here: Under health thresholds are adept tier material.
If people want it to be competitive with one of the best Ranger traits, and arguably one of the best traits in the game, then ditch the idea of revolving around the health pool threshold.
Basically, it needs to be redone, not polished.
Yes. The runes have been out for quite awhile (added last year iirc). Buy the recipe on trading post, craft ’em, and enjoy.
Delete the trait, buff Strider’s Defense to the proposed form revealed during the AMA livestream (below), move it up to Grandmaster slot, add in extra flavor so projectile destruction is doubled (100%) when under the effects of Vigor (synergy).
Fill in the blank Master Tier slot with Trapper’s Defense, change the functionality to lay a Spike Trap when you break a stun. Grab a cup of coffee, and never mention MDG ever again.
If the trait provided the benefits according to your pet’s HP (dead pet included), well yes.
Wouldn’t even consider that since it supports Rangers that don’t like pets, literally, giving them a trait that buffs them for letting the pet die.
No. I would consider just remove the trait entirely for something else.
No. Druid will hold the staff…
With NO Hands!!! :o Pet carrying staff confirmed.
Hold on. Anet balancing prediction!
“Because there is a lack of a high health pool medium armor class, we are going to make Engineers the class with the highest. With that in mind, because of the Daredevil elite specialization, Thieves will be bumped to a medium health pool and Rangers lowered to the smallest health pool. To compensate, pet vitality will be increased by 7%.”
1. Warrior(Berserker) – Burn, Baby, Burn
2. Guardian(DragonHunter) – Lowest Possible Concept
3. Revenant(Herald) – Best Support Ever
4. Ranger(Druid) – Awaiting Major Disappointment
5. Thief(DareDevil) – Devs Love Marvel
6. Engineer(Scrapper) – Even More Turrets
7. Necromancer(Reaper) – Five Finger Asura
8. Elementalist(Tempest) – Dam’n it, Karl!
9. Mesmer(Chronomancer) – No Delorean Needed
Yeah. Shouldn’t look too much into those, especially when viewing other stuff like the GW1 placeholder icons (4 before and 3 after Glyphs). Just have to wait and see now.
Down a bit in the album for Glyphs.
in Guild Wars 2: Heart of Thorns
Posted by: Wondrouswall.7169
Should make it a beta week instead of just a weekend for Scrapper and Druid testing.
All has been said. Pets share AI with mobs. Birds have 300 range on attacks. The rooting wouldn’t be so bad if some pets had cast and after-cast times reduced on attacks and melee pets have ranges increased from 130 to around 180-210.
The new made up traits are so overloaded it looks like a cross between complicated Mesmer traits mashed together with Elementalist/Tempest Karlology. Not really a fan.
Things I did like were some of the Spirit changes, but there was so much packed into them that the tooltips read like medical brochures. A lot of things left unchanged could have used a tweak for more diversity, but other than that, cheers for sharing your ideas.
Though I may not agree with some of it, maybe the Dev for Ranger will glance over this and take a note or two to improve something whenever that time comes.
Yes, the trait is bad. Was bad as an adept and worse as a grandmaster. Only synergy is has is with Bountiful Hunter/NM, but outside of that, no strong synergy to speak of.
Only the overly naive theory-crafters with their “let’s fight under 50% with all 3 traits and might runes” like this sort of garbage. Because a bunch of traits procing under a health threshold is totally “synergy.” /s
Wait til Feature Pack 2016 for an update.
An axe/torch condi build would also work.
I’ll add to this and say use this build ONLY when you have unlocked Quickdraw. Otherwise, A/T while leveling is… meh.
No, Curses really needed the crit minors, because it is the crit and condi line. It made no sense for the condi/crit line to have a trait that didn’t help either of those two functions.
Kind of odd (well, not really) how devs don’t follow the same line of thinking. Engineers condition/critical line was identical to Necros in terms of theme, but kept Modified Ammunition with a 2% damage bonus per condition on target while Necros (and just about every other profession) had their damage modifiers altered to critical chance.
Ah. Not sure on that since I cannot recall when the Shortbow Crossfire animation was changed in relation to when that was posted.
Not sure which bottom part you are referring to, but if it’s the one quoted below, then it answers your question – even for something written in 2013.
Again, in AoE situations it’s crap; at level 80 content where you see many veterans and have larger groups, the condition damage sucks and sustained dps suffers more; same goes for dungeons.
But for leveling it’s not as awful as it is later on, that’s merely the point I’m making.
Quick as always. Cheers, Dulfy!
Evade on each leap. Smashy smashy on each leap. Nice cooldown. It’s kitten nice. Jelly and at the same time not since I also play Engineer.
Add in 30s worth of comments about Grouch’s Bearbow Bandit, his Bear, his Bear getting stronger, being able to use his machine gun with staff, asking if staff will be like a machine gun, and the presentation interrupted during the trait segment to do on-the-fly balancing.
5 min druid discussion at TwitchCon in the air
Beat me to it.
I’ve been doubting we will get anything anytime soon.
From what I’ve seen everything Rangers asked for for past few years Engies got.
This is the salt talking, but I’ve seen a lot of things Rangers have asked for be used for everyone else.
All of these things listed above might just be coincidence that a Ranger suggests them and it was noted then saved for these elite specs. Anyways, apologies for the salt. /rant
Edit: Let’s add more to the list.
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Looking at how the Devs have categorized things when they post upcoming changes for the next BWE, should have what you listed within the post along with individual responses on everything else concerning Staff, Glyphs, Traits, and Aspects.
Maybe go as far as using a Google Form as another source so they can see collective results on what and how players feel about the tuning of the Druid.
^ Indeed. We don’t need it getting out of hand with rants and “X is garbage and Y is so fail.”
Edit: Preferably, after the reveal when mechanic, weapon skill, utility, and trait names are confirmed, the opening post be a copy/paste format to fill out to make things easier.
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i think this skill is the one we saw in trailer against the wood hounds
there are literally 3 jumps, so its somehow desperate to use this as a reason to get a bug back
Yeah, seems similar to what was in the trailer. If it turns out that way, could be flawed or good. If the Scrapper was able to control when he could do the next bound attack, it would be icing on the cake. If it was designed like Unrelenting Assault where the 3 attacks were automated while locking them in, could be bad.
I’ll wait and see. If they offer evasion frames, then I’ll grab a packet of salt. ^^’
Mantra of Distraction is borked though, and with Power Block, it gets more powerful; like adding rockets on top of a laser. On the other hand, Storm Spirit suffers from the flaws of being a Spirit.
Would it be OP? I’m not sure to be honest. My 2nd paragraph was more a response to how Anet “balances” things related to the Ranger class. If it were up to me, I’d have Spirit Actives stem from the Ranger and be ground-targetable so MoC would apply. No worry of waiting for Spirits to do cast times on actives.
But since it’s Anet, if they let the two traits work together, they probably would think an AOE daze for 6s is OP (for us).
TRAPS
I am perfectly happy with the Dragonhunter getting traps as their additional utility skill-type, but the traps themselves still need a little more payout for the risks.
- Purification. As it’s name suggests it needs to address conditions. Add “Placing this trap removes 1 condition from the Dragonhunter. When this trap is triggered convert 1 condition on the Dragonhunter to a boon.”
- Fragments of Faith. Still the gem of the set.
- Light’s Judgment. It’s right there in the name… Add “Triggering the trap creates a light field.”
- Test of Faith. Add “Placing this trap is a stunbreak. Triggering the trap creates a light field.”
- Procession of Blades. Spin to win! Add “First and final damage pulse are whirl finishers.”
- Dragon’s Maw. Needs more cowbell! Add “Downed enemies in the attack radius are killed at the end of the duration.” (using tech seen in the Daredevil Elite)
Adding a cleanse convert to the healing trap, a stun break to what is arguably the weakest of the traps, and a little more indirect condition cleansing through light fields will go a long way towards making trap-heavy or even all traps builds have the survivability to actually use the traps line.
Was going to post the same thing until I saw this post. +1
12. Do NOT Waypoint out when defeated during a Vinewrath champion fight. Your presence offers moral support.
13. Do NOT under any circumstance revive fallen players. Be helpful and inform them of the Waypoint system in the game.
Waiting for Anet to make subtle changes to: Thunderclap, Thundercrackle, Thunderpop.
Leave the bowl of cereal in Sparkfly Fen for us, we’ll have the spoons ready after reset.
Anet went with a nature approach. No weapons involving tech. Could all change in future elite specs.
I love the name. Thankful it isn’t Scrap Hunter.
Tool Belt Skill—Detection Pulse: Remove stealth from enemies in a large area.
On a short recharge, this toolbelt skill helps ensure that you are the one getting the drop on foes and not vice versa.
I recall posts from players suggesting “Guard!” have an AOE Reveal. Plenty thought that would be OP. At this point: whatever. Seems like another Ranger suggestion used towards another class. Let me open up more salt packets though…
Bolster Trapper’s Expertise then as Frost Trap fills a niche support role and does what it does well. As I see it, nothing is wrong with Frost Trap, but everything else in the game only makes it a weaker alternative.
Bugged 2nd arming time. Nerf to how much chill can be applied. Lazy implementation of Cripple on Trapper’s Expertise across all offensive traps instead of individual conditions. Knockdown added to Spike Trap, which was viewed as the weakest trap before the update.
I’d much rather see Trapper’s Expertise expanded on with Slow added for Frost Trap so it can see more use. Would still be very niche, but it will at least have more heads turning thinking of ways to utilize the combo of two powerful debuffs.
Because Technobabble is 45-sec, single target, and restricted to the Asura race. Big difference vs an AOE daze that can be done about every 25s ’ish (counting cast times) by just being a Ranger.
Yeah. I was doing this a lot during Beta since I didn’t want to slot fall damage traits, with the exception of the Berserker. The repeated crash landings on enemies was too fun not to do.
What’s it’s use?
I mean, I was kind of able to force it into a build but I realized I’m simply forsaking myself and replaced the trap with spike or what not.The trap has a use only if you are desperate to try and find a use for it. It doesn’t have a single competitive use.
It’s Frost Trap. The chill it applies is the use. It may not see competitive use and used in niche chill builds, but the design for the intent is solid. A nice chill and one of the fastest ice fields available.
If it’s still not good enough, tell Anet replace it with a Dust Trap or improve Trapper’s Expertise.
Thanks.
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